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Play the swing animation on the weapon when stomach kicking. The weapon model now...
[voretournament/voretournament.git] / data / qcsrc / server / cl_client.qc
1 void race_send_recordtime(float msg);\r
2 void race_SendRankings(float pos, float prevpos, float del, float msg);\r
3 \r
4 void send_CSQC_teamnagger() {\r
5         WriteByte(0, SVC_TEMPENTITY);\r
6         WriteByte(0, TE_CSQC_TEAMNAGGER);\r
7 }\r
8 \r
9 void Announce(string snd) {\r
10         WriteByte(MSG_ALL, SVC_TEMPENTITY);\r
11         WriteByte(MSG_ALL, TE_CSQC_ANNOUNCE);\r
12         WriteString(MSG_ALL, snd);\r
13 }\r
14 \r
15 void AnnounceTo(entity e, string snd) {\r
16         if (clienttype(e) == CLIENTTYPE_REAL)\r
17         {\r
18                 msg_entity = e;\r
19                 WriteByte(MSG_ONE, SVC_TEMPENTITY);\r
20                 WriteByte(MSG_ONE, TE_CSQC_ANNOUNCE);\r
21                 WriteString(MSG_ONE, snd);\r
22         }\r
23 }\r
24 \r
25 float ClientData_Send(entity to, float sf)\r
26 {\r
27         if(to != self.owner)\r
28         {\r
29                 error("wtf");\r
30                 return FALSE;\r
31         }\r
32 \r
33         entity e;\r
34 \r
35         e = to;\r
36         if(to.classname == "spectator")\r
37                 e = to.enemy;\r
38 \r
39         sf = 0;\r
40 \r
41         if(e.race_completed)\r
42                 sf |= 1; // forced scoreboard\r
43         if(to.spectatee_status)\r
44                 sf |= 2; // spectator ent number follows\r
45         if(e.zoomstate)\r
46                 sf |= 4; // zoomed\r
47 \r
48         WriteByte(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);\r
49         WriteByte(MSG_ENTITY, sf);\r
50 \r
51         if(sf & 2)\r
52                 WriteByte(MSG_ENTITY, to.spectatee_status);\r
53 \r
54         if(sf & 8)\r
55         {\r
56                 WriteAngle(MSG_ENTITY, e.v_angle_x);\r
57                 WriteAngle(MSG_ENTITY, e.v_angle_y);\r
58         }\r
59 \r
60         return TRUE;\r
61 }\r
62 \r
63 void ClientData_Attach()\r
64 {\r
65         Net_LinkEntity(self.clientdata = spawn(), FALSE, 0, ClientData_Send);\r
66         self.clientdata.drawonlytoclient = self;\r
67         self.clientdata.owner = self;\r
68 }\r
69 \r
70 void ClientData_Detach()\r
71 {\r
72         remove(self.clientdata);\r
73         self.clientdata = world;\r
74 }\r
75 \r
76 void ClientData_Touch(entity e)\r
77 {\r
78         e.clientdata.SendFlags = 1;\r
79 \r
80         // make it spectatable\r
81         entity e2;\r
82         FOR_EACH_REALCLIENT(e2)\r
83         {\r
84                 if(e2 != e)\r
85                         if(e2.classname == "spectator")\r
86                                 if(e2.enemy == e)\r
87                                         e2.clientdata.SendFlags = 1;\r
88         }\r
89 }\r
90 \r
91 \r
92 .vector spawnpoint_score;\r
93 .string netname_previous;\r
94 \r
95 void spawnfunc_info_player_survivor (void)\r
96 {\r
97         spawnfunc_info_player_deathmatch();\r
98 }\r
99 \r
100 void spawnfunc_info_player_start (void)\r
101 {\r
102         spawnfunc_info_player_deathmatch();\r
103 }\r
104 \r
105 void spawnfunc_info_player_deathmatch (void)\r
106 {\r
107         self.classname = "info_player_deathmatch";\r
108         relocate_spawnpoint();\r
109 }\r
110 \r
111 void spawnpoint_use()\r
112 {\r
113         if(teams_matter)\r
114         if(have_team_spawns > 0)\r
115         {\r
116                 self.team = activator.team;\r
117                 some_spawn_has_been_used = 1;\r
118         }\r
119 };\r
120 \r
121 // Returns:\r
122 //   _x: prio (-1 if unusable)\r
123 //   _y: weight\r
124 vector Spawn_Score(entity spot, entity playerlist, float teamcheck, float anypoint)\r
125 {\r
126         float shortest, thisdist;\r
127         float prio;\r
128         entity player;\r
129 \r
130         prio = 0;\r
131 \r
132         // filter out spots for the wrong team\r
133         if(teamcheck)\r
134         if(spot.team != teamcheck)\r
135                 return '-1 0 0';\r
136 \r
137         if(race_spawns)\r
138                 if(spot.target == "")\r
139                         return '-1 0 0';\r
140 \r
141         if(clienttype(self) == CLIENTTYPE_REAL)\r
142         {\r
143                 if(spot.restriction == 1)\r
144                         return '-1 0 0';\r
145         }\r
146         else\r
147         {\r
148                 if(spot.restriction == 2)\r
149                         return '-1 0 0';\r
150         }\r
151 \r
152         // filter out spots for assault\r
153         if(spot.target != "") {\r
154                 local entity ent;\r
155                 float good, found;\r
156                 ent = find(world, targetname, spot.target);\r
157 \r
158                 while(ent) {\r
159                         if(ent.classname == "target_objective")\r
160                         {\r
161                                 found = 1;\r
162                                 if(ent.health < 0 || ent.health >= ASSAULT_VALUE_INACTIVE)\r
163                                         return '-1 0 0';\r
164                                 good = 1;\r
165                         }\r
166                         else if(ent.classname == "trigger_race_checkpoint")\r
167                         {\r
168                                 found = 1;\r
169                                 if(!anypoint) // spectators may spawn everywhere\r
170 \r
171                                 {\r
172                                         if(g_race_qualifying)\r
173                                         {\r
174                                                 // spawn at first\r
175                                                 if(ent.race_checkpoint != 0)\r
176                                                         return '-1 0 0';\r
177                                                 if(spot.race_place != race_lowest_place_spawn)\r
178                                                         return '-1 0 0';\r
179                                         }\r
180                                         else\r
181                                         {\r
182                                                 if(ent.race_checkpoint != self.race_respawn_checkpoint)\r
183                                                         return '-1 0 0';\r
184                                                 // try reusing the previous spawn\r
185                                                 if(ent == self.race_respawn_spotref || spot == self.race_respawn_spotref)\r
186                                                         prio += 1;\r
187                                                 if(ent.race_checkpoint == 0)\r
188                                                 {\r
189                                                         float pl;\r
190                                                         pl = self.race_place;\r
191                                                         if(pl > race_highest_place_spawn)\r
192                                                                 pl = 0;\r
193                                                         if(pl == 0 && !self.race_started)\r
194                                                                 pl = race_highest_place_spawn; // use last place if he has not even touched finish yet\r
195                                                         if(spot.race_place != pl)\r
196                                                                 return '-1 0 0';\r
197                                                 }\r
198                                         }\r
199                                 }\r
200                                 good = 1;\r
201                         }\r
202                         ent = find(ent, targetname, spot.target);\r
203                 }\r
204 \r
205                 if(found && !good)\r
206                         return '-1 0 0';\r
207         }\r
208 \r
209         player = playerlist;\r
210         shortest = vlen(world.maxs - world.mins);\r
211         for(player = playerlist; player; player = player.chain)\r
212                 if (player != self)\r
213                 {\r
214                         thisdist = vlen(player.origin - spot.origin);\r
215                         if (thisdist < shortest)\r
216                                 shortest = thisdist;\r
217                 }\r
218         return prio * '1 0 0' + shortest * '0 1 0';\r
219 }\r
220 \r
221 float spawn_allbad;\r
222 float spawn_allgood;\r
223 entity Spawn_FilterOutBadSpots(entity firstspot, entity playerlist, float mindist, float teamcheck, float anypoint)\r
224 {\r
225         local entity spot, spotlist, spotlistend;\r
226         spawn_allgood = TRUE;\r
227         spawn_allbad = TRUE;\r
228 \r
229         spotlist = world;\r
230         spotlistend = world;\r
231 \r
232         for(spot = firstspot; spot; spot = spot.chain)\r
233         {\r
234                 spot.spawnpoint_score = Spawn_Score(spot, playerlist, teamcheck, anypoint);\r
235 \r
236                 if(cvar("spawn_debugview"))\r
237                 {\r
238                         setmodel(spot, "models/rune.mdl");\r
239                         if(spot.spawnpoint_score_y < mindist)\r
240                         {\r
241                                 spot.colormod = '1 0 0';\r
242                                 spot.scale = 1;\r
243                         }\r
244                         else\r
245                         {\r
246                                 spot.colormod = '0 1 0';\r
247                                 spot.scale = spot.spawnpoint_score_y / mindist;\r
248                         }\r
249                 }\r
250 \r
251                 if(spot.spawnpoint_score_x >= 0) // spawning allowed here\r
252                 {\r
253                         if(spot.spawnpoint_score_y < mindist)\r
254                         {\r
255                                 // too short distance\r
256                                 spawn_allgood = FALSE;\r
257                         }\r
258                         else\r
259                         {\r
260                                 // perfect\r
261                                 spawn_allbad = FALSE;\r
262 \r
263                                 if(spotlistend)\r
264                                         spotlistend.chain = spot;\r
265                                 spotlistend = spot;\r
266                                 if(!spotlist)\r
267                                         spotlist = spot;\r
268 \r
269                                 /*\r
270                                 if(teamcheck)\r
271                                 if(spot.team != teamcheck)\r
272                                         error("invalid spawn added");\r
273 \r
274                                 print("added ", etos(spot), "\n");\r
275                                 */\r
276                         }\r
277                 }\r
278         }\r
279         if(spotlistend)\r
280                 spotlistend.chain = world;\r
281 \r
282         /*\r
283                 entity e;\r
284                 if(teamcheck)\r
285                         for(e = spotlist; e; e = e.chain)\r
286                         {\r
287                                 print("seen ", etos(e), "\n");\r
288                                 if(e.team != teamcheck)\r
289                                         error("invalid spawn found");\r
290                         }\r
291         */\r
292 \r
293         return spotlist;\r
294 }\r
295 \r
296 entity Spawn_WeightedPoint(entity firstspot, float lower, float upper, float exponent)\r
297 {\r
298         // weight of a point: bound(lower, mindisttoplayer, upper)^exponent\r
299         // multiplied by spot.cnt (useful if you distribute many spawnpoints in a small area)\r
300         local entity spot;\r
301 \r
302         RandomSelection_Init();\r
303         for(spot = firstspot; spot; spot = spot.chain)\r
304                 RandomSelection_Add(spot, 0, string_null, pow(bound(lower, spot.spawnpoint_score_y, upper), exponent) * spot.cnt, (spot.spawnpoint_score_y >= lower) * 0.5 + spot.spawnpoint_score_x);\r
305 \r
306         return RandomSelection_chosen_ent;\r
307 }\r
308 \r
309 /*\r
310 =============\r
311 SelectSpawnPoint\r
312 \r
313 Finds a point to respawn\r
314 =============\r
315 */\r
316 entity SelectSpawnPoint (float anypoint)\r
317 {\r
318         local float teamcheck;\r
319         local entity firstspot_new;\r
320         local entity spot, firstspot, playerlist;\r
321 \r
322         spot = find (world, classname, "testplayerstart");\r
323         if (spot)\r
324                 return spot;\r
325 \r
326         teamcheck = 0;\r
327 \r
328         if(!anypoint && have_team_spawns > 0)\r
329                 teamcheck = self.team;\r
330 \r
331         // get the list of players\r
332         playerlist = findchain(classname, "player");\r
333         // get the entire list of spots\r
334         firstspot = findchain(classname, "info_player_deathmatch");\r
335         // filter out the bad ones\r
336         // (note this returns the original list if none survived)\r
337         if(anypoint)\r
338         {\r
339                 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);\r
340         }\r
341         else\r
342         {\r
343                 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 100, teamcheck, anypoint);\r
344                 if(!firstspot_new)\r
345                         firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, -1, teamcheck, anypoint);\r
346                 firstspot = firstspot_new;\r
347 \r
348                 // there is 50/50 chance of choosing a random spot or the furthest spot\r
349                 // (this means that roughly every other spawn will be furthest, so you\r
350                 // usually won't get fragged at spawn twice in a row)\r
351                 if (arena_roundbased && !g_ca)\r
352                 {\r
353                         firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 800, teamcheck, anypoint);\r
354                         if(firstspot_new)\r
355                                 firstspot = firstspot_new;\r
356                         spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);\r
357                 }\r
358                 else if (random() > cvar("g_spawn_furthest"))\r
359                         spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);\r
360                 else\r
361                         spot = Spawn_WeightedPoint(firstspot, 1, 5000, 5); // chooses a far far away spawnpoint\r
362         }\r
363 \r
364         if(cvar("spawn_debugview"))\r
365         {\r
366                 print("spot mindistance: ", vtos(spot.spawnpoint_score), "\n");\r
367 \r
368                 entity e;\r
369                 if(teamcheck)\r
370                         for(e = firstspot; e; e = e.chain)\r
371                                 if(e.team != teamcheck)\r
372                                         error("invalid spawn found");\r
373         }\r
374 \r
375         if (!spot)\r
376         {\r
377                 if(cvar("spawn_debug"))\r
378                         GotoNextMap();\r
379                 else\r
380                 {\r
381                         if(some_spawn_has_been_used)\r
382                                 return world; // team can't spawn any more, because of actions of other team\r
383                         else\r
384                                 error("Cannot find a spawn point - please fix the map!");\r
385                 }\r
386         }\r
387 \r
388         return spot;\r
389 }\r
390 \r
391 /*\r
392 =============\r
393 CheckPlayerModel\r
394 \r
395 Checks if the argument string can be a valid playermodel.\r
396 Returns a valid one in doubt.\r
397 =============\r
398 */\r
399 string FallbackPlayerModel = "models/player/vixen.zym";\r
400 string CheckPlayerModel(string plyermodel) {\r
401         if(strlen(plyermodel) < 4)\r
402                 return FallbackPlayerModel;\r
403         if( substring(plyermodel,0,14) != "models/player/")\r
404                 return FallbackPlayerModel;\r
405         else if(cvar("sv_servermodelsonly"))\r
406         {\r
407                 if(substring(plyermodel,-4,4) != ".zym")\r
408                 if(substring(plyermodel,-4,4) != ".dpm")\r
409                 if(substring(plyermodel,-4,4) != ".iqm")\r
410                 if(substring(plyermodel,-4,4) != ".md3")\r
411                 if(substring(plyermodel,-4,4) != ".psk")\r
412                         return FallbackPlayerModel;\r
413                 if(plyermodel != strtolower(plyermodel))\r
414                         return FallbackPlayerModel;\r
415                 if(!fexists(plyermodel))\r
416                         return FallbackPlayerModel;\r
417         }\r
418         return plyermodel;\r
419 }\r
420 \r
421 void setmodel_apply(string modelname)\r
422 {\r
423         precache_model(modelname);\r
424         setmodel(self, modelname); // players have high precision\r
425         player_setupanimsformodel();\r
426 }\r
427 \r
428 string setmodel_state()\r
429 {\r
430         // set the proper belly model depending on how full we are\r
431         string newmodel_name, newmodel_extension, applymodel;\r
432 \r
433         // 4 is the extension length\r
434         newmodel_name = substring(self.playermodel, 0, strlen(self.playermodel) - 4);\r
435         newmodel_extension = substring(self.playermodel, strlen(self.playermodel) - 4, 4);\r
436 \r
437         if(self.stomach_load)\r
438                 applymodel = strcat(newmodel_name, "_state", ftos(floor(self.stomach_load)), newmodel_extension);\r
439         else\r
440                 applymodel = self.playermodel;\r
441 \r
442         return applymodel;\r
443 }\r
444 \r
445 /*\r
446 =============\r
447 Client_customizeentityforclient\r
448 =============\r
449 */\r
450 void Client_setmodel(string applymodel)\r
451 {\r
452         local vector m1, m2;\r
453         if(self.classname != "player" || self.deadflag != DEAD_NO) // prevent some bugs\r
454                 return;\r
455         if(applymodel == self.model || self.spectatee_status) // no change to apply\r
456                 return;\r
457 \r
458         applymodel = CheckPlayerModel(applymodel); // this is never "", so no endless loop\r
459         m1 = self.mins;\r
460         m2 = self.maxs;\r
461         setmodel_apply(applymodel);\r
462         setsize (self, m1, m2);\r
463 }\r
464 \r
465 void Client_uncustomizeentityforclient()\r
466 {\r
467         self.skin = self.skinindex;\r
468 }\r
469 \r
470 float Client_customizeentityforclient()\r
471 {\r
472         entity modelsource;\r
473         string applymodel;\r
474 \r
475         if(self.modelindex == 0)\r
476                 return TRUE;\r
477 \r
478         // forcemodel stuff\r
479 \r
480 #ifdef PROFILING\r
481         float t0;\r
482         t0 = gettime(GETTIME_HIRES); // reference\r
483 #endif\r
484 \r
485         modelsource = self;\r
486 \r
487 #ifdef ALLOW_FORCEMODELS\r
488         if(other.cvar_cl_forceplayermodelsfromvoretournament)\r
489                 modelsource = other;\r
490         if(other.cvar_cl_forceplayermodels && sv_clforceplayermodels)\r
491                 modelsource = other;\r
492 #endif\r
493 \r
494         self.skin = modelsource.skinindex;\r
495 \r
496 #if 0\r
497         if(modelsource == self)\r
498                 self.skin = modelsource.skinindex;\r
499         else\r
500                 self.skin = mod(modelsource.skinindex, 3); // forbid the fbskins as forced skins\r
501 #endif\r
502 \r
503         // self: me\r
504         // other: the player viewing me\r
505 \r
506 #ifdef PROFILING\r
507         float t1;\r
508         t1 = gettime(GETTIME_HIRES); // reference\r
509         client_cefc_accumulator += (t1 - t0);\r
510 #endif\r
511 \r
512         // now change the predator's player model into a stomach model for the prey\r
513         // in other words, when a player is swallowed by another player, the predator becomes an inward stomach model so the prey can see theirself in the stomach\r
514         // this is only visible to the prey however, otherwise players would appear as a floating stomach to everyone (ewww)\r
515 \r
516         // don't do this if we have chase_active enabled, as we'd be seeing a floating stomach from third person view\r
517         if(other.cvar_chase_active > 0 || other.classname == "observer") // the classname check prevents a bug\r
518         {\r
519                 Client_setmodel(setmodel_state());\r
520                 if not(self.predator.classname == "player" || self.fakeprey)\r
521                         self.alpha = default_player_alpha;\r
522                 return TRUE;\r
523         }\r
524         if(other.spectatee_status)\r
525                 other = other.enemy; // also do this for the player we are spectating\r
526         if(other.predator == self || other.fakepredator == self)\r
527         {\r
528                 applymodel = strcat(substring(self.playermodel, 0, strlen(self.playermodel) - 4), "_stomach.md3"); // 4 is the extension length\r
529                 Client_setmodel(applymodel);\r
530                 self.frame = 0; // don't use any animations as a stomach\r
531                 self.alpha = other.cvar_cl_vore_stomachmodel;\r
532                 return TRUE;\r
533         }\r
534         Client_setmodel(setmodel_state());\r
535         if not(self.predator.classname == "player" || self.fakeprey)\r
536                 self.alpha = default_player_alpha;\r
537         return TRUE;\r
538 }\r
539 \r
540 /*\r
541 =============\r
542 PutObserverInServer\r
543 \r
544 putting a client as observer in the server\r
545 =============\r
546 */\r
547 void FixPlayermodel();\r
548 void PutObserverInServer (void)\r
549 {\r
550         entity  spot;\r
551 \r
552         race_PreSpawnObserver();\r
553 \r
554         spot = SelectSpawnPoint (TRUE);\r
555         if(!spot)\r
556                 error("No spawnpoints for observers?!?\n");\r
557         RemoveGrabber(self); // Wazat's Grabber\r
558 \r
559         if(clienttype(self) == CLIENTTYPE_REAL)\r
560         {\r
561                 msg_entity = self;\r
562                 WriteByte(MSG_ONE, SVC_SETVIEW);\r
563                 WriteEntity(MSG_ONE, self);\r
564         }\r
565 \r
566         Vore_Disconnect();\r
567 \r
568         kh_Key_DropAll(self, TRUE);\r
569 \r
570         if(self.flagcarried)\r
571                 DropFlag(self.flagcarried, world, world);\r
572 \r
573         WaypointSprite_PlayerDead();\r
574 \r
575         if not(g_ca)  // don't reset teams when moving a ca player to the spectators\r
576                 self.team = -1;  // move this as it is needed to log the player spectating in eventlog\r
577 \r
578         if(self.killcount != -666) {\r
579                 if(g_lms) {\r
580                         if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)\r
581                                 bprint ("^4", self.netname, "^4 has no more lives left\n");\r
582                         else\r
583                                 bprint ("^4", self.netname, "^4 is spectating now\n"); // TODO turn this into a proper forfeit?\r
584                 } else\r
585                         bprint ("^4", self.netname, "^4 is spectating now\n");\r
586 \r
587                 if(self.just_joined == FALSE) {\r
588                         LogTeamchange(self.playerid, -1, 4);\r
589                 } else\r
590                         self.just_joined = FALSE;\r
591         }\r
592 \r
593         PlayerScore_Clear(self); // clear scores when needed\r
594 \r
595         self.spectatortime = time;\r
596 \r
597         self.classname = "observer";\r
598         self.iscreature = FALSE;\r
599         self.health = -666;\r
600         self.takedamage = DAMAGE_NO;\r
601         self.solid = SOLID_NOT;\r
602         self.movetype = MOVETYPE_NOCLIP;\r
603         self.flags = FL_CLIENT | FL_NOTARGET;\r
604         self.armorvalue = 666;\r
605         self.effects = 0;\r
606         self.armorvalue = cvar("g_balance_armor_start");\r
607         self.pauserotarmor_finished = 0;\r
608         self.pauserothealth_finished = 0;\r
609         self.pauseregenhealth_finished = 0;\r
610         self.pauseregenarmor_finished = 0;\r
611         self.damageforcescale = 0;\r
612         self.death_time = 0;\r
613         self.dead_frame = 0;\r
614         self.alpha = 0;\r
615         self.scale = 0;\r
616         self.fade_time = 0;\r
617         self.pain_frame = 0;\r
618         self.pain_finished = 0;\r
619         self.strength_finished = 0;\r
620         self.invincible_finished = 0;\r
621         self.pushltime = 0;\r
622         self.think = SUB_Null;\r
623         self.nextthink = 0;\r
624         self.grabber_time = 0;\r
625         self.deadflag = DEAD_NO;\r
626         self.angles = spot.angles;\r
627         self.angles_z = 0;\r
628         self.fixangle = TRUE;\r
629         self.crouch = FALSE;\r
630 \r
631         self.view_ofs = PL_VIEW_OFS;\r
632         setorigin (self, spot.origin);\r
633         setsize (self, '0 0 0', '0 0 0');\r
634         self.prevorigin = self.origin;\r
635         self.items = 0;\r
636         self.weapons = 0;\r
637         self.model = "";\r
638         FixPlayermodel();\r
639         self.model = "";\r
640         self.modelindex = 0;\r
641         self.weapon = 0;\r
642         self.weaponmodel = "";\r
643         self.weaponentity = world;\r
644         self.exteriorweaponentity = world;\r
645         self.killcount = -666;\r
646         self.velocity = '0 0 0';\r
647         self.avelocity = '0 0 0';\r
648         self.punchangle = '0 0 0';\r
649         self.punchvector = '0 0 0';\r
650         self.oldvelocity = self.velocity;\r
651         self.fire_endtime = -1;\r
652 \r
653         SetCustomizer(self, Client_customizeentityforclient, Client_uncustomizeentityforclient);\r
654 \r
655         if(g_arena)\r
656         {\r
657                 if(self.version_mismatch)\r
658                 {\r
659                         Spawnqueue_Unmark(self);\r
660                         Spawnqueue_Remove(self);\r
661                 }\r
662                 else\r
663                 {\r
664                         Spawnqueue_Insert(self);\r
665                 }\r
666         }\r
667         else if(g_lms)\r
668         {\r
669                 // Only if the player cannot play at all\r
670                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) == 666)\r
671                         self.frags = FRAGS_SPECTATOR;\r
672                 else\r
673                         self.frags = FRAGS_LMS_LOSER;\r
674         }\r
675         else\r
676                 self.frags = FRAGS_SPECTATOR;\r
677 }\r
678 \r
679 float RestrictSkin(float s)\r
680 {\r
681         if(!teams_matter)\r
682                 return s;\r
683         if(s == 6)\r
684                 return 6;\r
685         return mod(s, 3);\r
686 }\r
687 \r
688 void FixPlayermodel()\r
689 {\r
690         local string defaultmodel;\r
691         local float defaultskin, chmdl, oldskin;\r
692         local vector m1, m2;\r
693 \r
694         defaultmodel = "";\r
695 \r
696         if(cvar("sv_defaultcharacter") == 1) {\r
697                 defaultskin = 0;\r
698 \r
699                 if(teams_matter)\r
700                 {\r
701                         string s;\r
702                         s = Team_ColorNameLowerCase(self.team);\r
703                         if(s != "neutral")\r
704                         {\r
705                                 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));\r
706                                 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));\r
707                         }\r
708                 }\r
709 \r
710                 if(defaultmodel == "")\r
711                 {\r
712                         defaultmodel = cvar_string("sv_defaultplayermodel");\r
713                         defaultskin = cvar("sv_defaultplayerskin");\r
714                 }\r
715         }\r
716 \r
717         if(self.modelindex == 0 && self.deadflag == DEAD_NO)\r
718         {\r
719                 if(self.model != "")\r
720                         bprint("\{1}^1Player ", self.netname, "^1 has a zero modelindex, trying to fix...\n");\r
721                 self.model = ""; // force the != checks to return true\r
722         }\r
723 \r
724         if(defaultmodel != "")\r
725         {\r
726                 if (defaultmodel != self.model)\r
727                 {\r
728                         m1 = self.mins;\r
729                         m2 = self.maxs;\r
730                         setmodel_apply (defaultmodel);\r
731                         setsize (self, m1, m2);\r
732                         chmdl = TRUE;\r
733                 }\r
734 \r
735                 oldskin = self.skinindex;\r
736                 self.skinindex = defaultskin;\r
737         } else {\r
738                 if (self.model == "")\r
739                 {\r
740                         self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop\r
741                         m1 = self.mins;\r
742                         m2 = self.maxs;\r
743                         setmodel_apply (self.playermodel);\r
744                         setsize (self, m1, m2);\r
745                         chmdl = TRUE;\r
746                 }\r
747                 // update player sounds if we changed model\r
748                 if(self.model == self.playermodel) // don't apply sounds for other models (like the player stomach state models)\r
749                         UpdatePlayerSounds();\r
750 \r
751                 oldskin = self.skinindex;\r
752                 self.skinindex = RestrictSkin(stof(self.playerskin));\r
753         }\r
754 \r
755         if(chmdl || oldskin != self.skinindex)\r
756                 self.species = player_getspecies(); // model or skin has changed\r
757 \r
758         if(!teams_matter)\r
759                 if(strlen(cvar_string("sv_defaultplayercolors")))\r
760                         if(self.clientcolors != cvar("sv_defaultplayercolors"))\r
761                                 setcolor(self, cvar("sv_defaultplayercolors"));\r
762 }\r
763 \r
764 void PlayerTouchExplode(entity p1, entity p2)\r
765 {\r
766         vector org;\r
767         org = (p1.origin + p2.origin) * 0.5;\r
768         org_z += (p1.mins_z + p2.mins_z) * 0.5;\r
769 \r
770         te_explosion(org);\r
771 \r
772         entity e;\r
773         e = spawn();\r
774         setorigin(e, org);\r
775         RadiusDamage(e, world, g_touchexplode_damage, g_touchexplode_edgedamage, g_touchexplode_radius, world, g_touchexplode_force, DEATH_TOUCHEXPLODE, world);\r
776         remove(e);\r
777 }\r
778 \r
779 /*\r
780 =============\r
781 PutClientInServer\r
782 \r
783 Called when a client spawns in the server\r
784 =============\r
785 */\r
786 //void() ctf_playerchanged;\r
787 void PutClientInServer (void)\r
788 {\r
789         if(clienttype(self) == CLIENTTYPE_BOT)\r
790         {\r
791                 self.classname = "player";\r
792         }\r
793         else if(clienttype(self) == CLIENTTYPE_REAL)\r
794         {\r
795                 msg_entity = self;\r
796                 WriteByte(MSG_ONE, SVC_SETVIEW);\r
797                 WriteEntity(MSG_ONE, self);\r
798         }\r
799 \r
800         // player is dead and becomes observer\r
801         // FIXME fix LMS scoring for new system\r
802         if(g_lms)\r
803         {\r
804                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)\r
805                         self.classname = "observer";\r
806         }\r
807 \r
808         if(g_arena || (g_ca && !allowed_to_spawn))\r
809         if(!self.spawned)\r
810                 self.classname = "observer";\r
811 \r
812         if(gameover)\r
813                 self.classname = "observer";\r
814 \r
815         if(self.classname == "player" && (!g_ca || (g_ca && allowed_to_spawn))) {\r
816                 entity spot, oldself;\r
817                 float j;\r
818 \r
819                 if(self.team < 0)\r
820                         JoinBestTeam(self, FALSE, TRUE);\r
821 \r
822                 race_PreSpawn();\r
823 \r
824                 spot = SelectSpawnPoint (FALSE);\r
825                 if(!spot)\r
826                 {\r
827                         centerprint(self, "Sorry, no spawnpoints available!\nHope your team can fix it...");\r
828                         return; // spawn failed\r
829                 }\r
830 \r
831                 RemoveGrabber(self); // Wazat's Grabber\r
832 \r
833                 Vore_DeadPrey_Detach(self);\r
834 \r
835                 self.classname = "player";\r
836                 self.wasplayer = TRUE;\r
837                 self.iscreature = TRUE;\r
838                 self.movetype = MOVETYPE_WALK;\r
839                 if(cvar("g_player_colisions"))\r
840                         self.solid = SOLID_SLIDEBOX;\r
841                 else\r
842                         self.solid = SOLID_CORPSE;\r
843                 self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;\r
844                 if(cvar("g_playerclip_collisions"))\r
845                         self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;\r
846                 if(clienttype(self) == CLIENTTYPE_BOT && cvar("g_botclip_collisions"))\r
847                         self.dphitcontentsmask |= DPCONTENTS_BOTCLIP;\r
848                 self.frags = FRAGS_PLAYER;\r
849                 if(independent_players)\r
850                         MAKE_INDEPENDENT_PLAYER(self);\r
851                 self.flags = FL_CLIENT;\r
852                 self.takedamage = DAMAGE_AIM;\r
853                 self.effects = 0;\r
854                 self.air_finished = time + 12;\r
855                 self.dmg = 2;\r
856 \r
857                 if(inWarmupStage)\r
858                 {\r
859                         self.ammo_fuel = warmup_start_ammo_fuel;\r
860                         self.health = warmup_start_health;\r
861                         self.armorvalue = warmup_start_armorvalue;\r
862                         self.weapons = warmup_start_weapons;\r
863                 }\r
864                 else\r
865                 {\r
866                         self.ammo_fuel = start_ammo_fuel;\r
867                         self.health = start_health;\r
868                         self.armorvalue = start_armorvalue;\r
869                         self.weapons = start_weapons;\r
870                 }\r
871 \r
872                 self.items = start_items;\r
873                 self.switchweapon = w_getbestweapon(self);\r
874                 self.cnt = self.switchweapon;\r
875                 self.weapon = 0;\r
876 \r
877                 self.spawnshieldtime = time + cvar("g_spawnshieldtime");\r
878                 self.pauserotarmor_finished = time + cvar("g_balance_pause_armor_rot_spawn");\r
879                 self.pauserothealth_finished = time + cvar("g_balance_pause_health_rot_spawn");\r
880                 self.pauserotfuel_finished = time + cvar("g_balance_pause_fuel_rot_spawn");\r
881                 self.pauseregenhealth_finished = time + cvar("g_balance_pause_health_regen_spawn");\r
882                 self.pauseregenarmor_finished = time + cvar("g_balance_pause_armor_regen_spawn");\r
883                 //extend the pause of rotting if client was reset at the beginning of the countdown\r
884                 if(!cvar("sv_ready_restart_after_countdown") && time < game_starttime) { // TODO why is this cvar NOTted?\r
885                         self.spawnshieldtime += game_starttime - time;\r
886                         self.pauserotarmor_finished += game_starttime - time;\r
887                         self.pauserothealth_finished += game_starttime - time;\r
888                         self.pauseregenhealth_finished += game_starttime - time;\r
889                         self.pauseregenarmor_finished += game_starttime - time;\r
890                 }\r
891                 self.damageforcescale = 2;\r
892                 self.death_time = 0;\r
893                 self.dead_frame = 0;\r
894                 self.alpha = 0;\r
895                 self.scale = 0;\r
896                 self.fade_time = 0;\r
897                 self.pain_frame = 0;\r
898                 self.pain_finished = 0;\r
899                 self.strength_finished = 0;\r
900                 self.invincible_finished = 0;\r
901                 self.pushltime = 0;\r
902                 // players have no think function\r
903                 self.think = SUB_Null;\r
904                 self.nextthink = 0;\r
905                 self.grabber_time = 0;\r
906                 self.dmg_team = 0;\r
907 \r
908                 self.deadflag = DEAD_NO;\r
909                 self.stomach_load = 0;\r
910                 self.angles = spot.angles;\r
911 \r
912                 self.angles_z = 0; // never spawn tilted even if the spot says to\r
913                 self.fixangle = TRUE; // turn this way immediately\r
914                 self.velocity = '0 0 0';\r
915                 self.avelocity = '0 0 0';\r
916                 self.punchangle = '0 0 0';\r
917                 self.punchvector = '0 0 0';\r
918                 self.oldvelocity = self.velocity;\r
919                 self.fire_endtime = -1;\r
920 \r
921                 msg_entity = self;\r
922                 WRITESPECTATABLE_MSG_ONE({\r
923                         WriteByte(MSG_ONE, SVC_TEMPENTITY);\r
924                         WriteByte(MSG_ONE, TE_CSQC_SPAWN);\r
925                 });\r
926 \r
927                 SetCustomizer(self, Client_customizeentityforclient, Client_uncustomizeentityforclient);\r
928 \r
929                 self.model = "";\r
930                 FixPlayermodel();\r
931 \r
932                 self.crouch = FALSE;\r
933                 self.view_ofs = PL_VIEW_OFS;\r
934                 setsize (self, PL_MIN, PL_MAX);\r
935                 self.spawnorigin = spot.origin;\r
936                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));\r
937                 // don't reset back to last position, even if new position is stuck in solid\r
938                 self.oldorigin = self.origin;\r
939                 self.prevorigin = self.origin;\r
940                 self.lastteleporttime = time; // prevent insane speeds due to changing origin\r
941 \r
942                 if(g_arena)\r
943                 {\r
944                         Spawnqueue_Remove(self);\r
945                         Spawnqueue_Mark(self);\r
946                 }\r
947 \r
948                 else if(g_ca)\r
949                         self.caplayer = 1;\r
950 \r
951                 self.event_damage = PlayerDamage;\r
952 \r
953                 self.bot_attack = TRUE;\r
954 \r
955                 self.statdraintime = time + 5;\r
956                 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;\r
957 \r
958                 if(self.killcount == -666) {\r
959                         PlayerScore_Clear(self);\r
960                         self.killcount = 0;\r
961                 }\r
962 \r
963                 CL_SpawnWeaponentity();\r
964                 self.alpha = default_player_alpha;\r
965                 self.colormod = '1 1 1' * cvar("g_player_brightness");\r
966                 self.exteriorweaponentity.alpha = default_weapon_alpha;\r
967 \r
968                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;\r
969                 self.lms_traveled_distance = 0;\r
970                 self.speedrunning = FALSE;\r
971 \r
972                 race_PostSpawn(spot);\r
973 \r
974                 if(cvar("spawn_debug"))\r
975                 {\r
976                         sprint(self, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));\r
977                         remove(spot);   // usefull for checking if there are spawnpoints, that let drop through the floor\r
978                 }\r
979 \r
980                 //stuffcmd(self, "chase_active 0");\r
981                 //stuffcmd(self, "set viewsize $tmpviewsize \n");\r
982 \r
983                 if (cvar("g_spawnsound"))\r
984                         sound (self, CHAN_TRIGGER, "misc/spawn.wav", VOL_BASE, ATTN_NORM);\r
985 \r
986                 if(g_assault) {\r
987                         if(self.team == assault_attacker_team)\r
988                                 centerprint(self, "You are attacking!");\r
989                         else\r
990                                 centerprint(self, "You are defending!");\r
991                 }\r
992 \r
993                 target_voicescript_clear(self);\r
994 \r
995                 // reset fields the weapons may use\r
996         for (j = WEP_FIRST; j <= WEP_LAST; ++j)\r
997                 {\r
998             weapon_action(j, WR_RESETPLAYER);\r
999 \r
1000                         // all weapons must be fully loaded when we spawn\r
1001                         entity e;\r
1002                         e = get_weaponinfo(j);\r
1003                         if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars\r
1004                                 self.weapon_load[j] = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));\r
1005                 }\r
1006 \r
1007                 oldself = self;\r
1008                 self = spot;\r
1009                         activator = oldself;\r
1010                                 SUB_UseTargets();\r
1011                         activator = world;\r
1012                 self = oldself;\r
1013         } else if(self.classname == "observer" || (g_ca && !allowed_to_spawn)) {\r
1014                 PutObserverInServer ();\r
1015         }\r
1016 \r
1017         //if(g_ctf)\r
1018         //      ctf_playerchanged();\r
1019 }\r
1020 \r
1021 float ClientInit_SendEntity(entity to, float sf)\r
1022 {\r
1023         WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);\r
1024         WriteCoord(MSG_ENTITY, grabber_shotorigin_x);\r
1025         WriteCoord(MSG_ENTITY, grabber_shotorigin_y);\r
1026         WriteCoord(MSG_ENTITY, grabber_shotorigin_z);\r
1027 \r
1028         if(sv_foginterval && world.fog != "")\r
1029                 WriteString(MSG_ENTITY, world.fog);\r
1030         else\r
1031                 WriteString(MSG_ENTITY, "");\r
1032         WriteCoord(MSG_ENTITY, cvar("g_campaign"));\r
1033         WriteByte(MSG_ENTITY, cvar("g_balance_armor_blockpercent") * 255.0);\r
1034         WriteByte(MSG_ENTITY, cvar("g_balance_weaponswitchdelay") * 255.0);\r
1035 \r
1036         WriteCoord(MSG_ENTITY, cvar("g_vore"));\r
1037         WriteCoord(MSG_ENTITY, cvar("g_balance_vore_swallow_limit"));\r
1038         return TRUE;\r
1039 }\r
1040 \r
1041 void ClientInit_Spawn()\r
1042 {\r
1043         Net_LinkEntity(spawn(), FALSE, 0, ClientInit_SendEntity);\r
1044 }\r
1045 \r
1046 /*\r
1047 =============\r
1048 SetNewParms\r
1049 =============\r
1050 */\r
1051 void SetNewParms (void)\r
1052 {\r
1053         // initialize parms for a new player\r
1054         parm1 = -(86400 * 366);\r
1055 }\r
1056 \r
1057 /*\r
1058 =============\r
1059 SetChangeParms\r
1060 =============\r
1061 */\r
1062 void SetChangeParms (void)\r
1063 {\r
1064         // save parms for level change\r
1065         parm1 = self.parm_idlesince - time;\r
1066 }\r
1067 \r
1068 /*\r
1069 =============\r
1070 DecodeLevelParms\r
1071 =============\r
1072 */\r
1073 void DecodeLevelParms (void)\r
1074 {\r
1075         // load parms\r
1076         self.parm_idlesince = parm1;\r
1077         if(self.parm_idlesince == -(86400 * 366))\r
1078                 self.parm_idlesince = time;\r
1079 \r
1080         // whatever happens, allow 60 seconds of idling directly after connect for map loading\r
1081         self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);\r
1082 }\r
1083 \r
1084 /*\r
1085 =============\r
1086 ClientKill\r
1087 \r
1088 Called when a client types 'kill' in the console\r
1089 =============\r
1090 */\r
1091 \r
1092 void ClientKill_Now_TeamChange()\r
1093 {\r
1094         if(self.killindicator_teamchange == -1)\r
1095         {\r
1096                 self.team = -1;\r
1097                 JoinBestTeam( self, FALSE, FALSE );\r
1098         }\r
1099         else\r
1100                 SV_ChangeTeam(self.killindicator_teamchange - 1);\r
1101 }\r
1102 \r
1103 void ClientKill_Now()\r
1104 {\r
1105         if(self.killindicator_teamchange)\r
1106                 ClientKill_Now_TeamChange();\r
1107 \r
1108         // in any case:\r
1109         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');\r
1110 \r
1111         if(self.killindicator)\r
1112         {\r
1113                 dprint("Cleaned up after a leaked kill indicator.\n");\r
1114                 remove(self.killindicator);\r
1115                 self.killindicator = world;\r
1116         }\r
1117 }\r
1118 void KillIndicator_Think()\r
1119 {\r
1120         if (!self.owner.modelindex)\r
1121         {\r
1122                 self.owner.killindicator = world;\r
1123                 remove(self);\r
1124                 return;\r
1125         }\r
1126 \r
1127         if(self.cnt <= 0)\r
1128         {\r
1129                 self = self.owner;\r
1130                 ClientKill_Now(); // no oldself needed\r
1131                 return;\r
1132         }\r
1133         else\r
1134         {\r
1135                 if(self.cnt <= 10)\r
1136                         setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));\r
1137                 if(clienttype(self.owner) == CLIENTTYPE_REAL)\r
1138                 {\r
1139                         if(self.cnt <= 10)\r
1140                                 AnnounceTo(self.owner, strcat(ftos(self.cnt), ""));\r
1141                         if(self.owner.killindicator_teamchange)\r
1142                         {\r
1143                                 if(self.owner.killindicator_teamchange == -1)\r
1144                                         centerprint(self.owner, strcat("Changing team in ", ftos(self.cnt), " seconds"));\r
1145                                 else\r
1146                                         centerprint(self.owner, strcat("Changing to ", ColoredTeamName(self.owner.killindicator_teamchange), " in ", ftos(self.cnt), " seconds"));\r
1147                         }\r
1148                         else\r
1149                                 centerprint(self.owner, strcat("^1Suicide in ", ftos(self.cnt), " seconds"));\r
1150                 }\r
1151                 self.nextthink = time + 1;\r
1152                 self.cnt -= 1;\r
1153         }\r
1154 }\r
1155 \r
1156 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto\r
1157 {\r
1158         float killtime;\r
1159         entity e;\r
1160         killtime = cvar("g_balance_kill_delay");\r
1161 \r
1162         if(g_race_qualifying)\r
1163                 killtime = 0;\r
1164 \r
1165         self.killindicator_teamchange = targetteam;\r
1166 \r
1167         if(!self.killindicator)\r
1168         {\r
1169                 if(killtime <= 0 || !self.modelindex || self.deadflag != DEAD_NO)\r
1170                 {\r
1171                         ClientKill_Now();\r
1172                 }\r
1173                 else\r
1174                 {\r
1175                         self.killindicator = spawn();\r
1176                         self.killindicator.owner = self;\r
1177                         self.killindicator.scale = 0.5;\r
1178                         setattachment(self.killindicator, self, "");\r
1179                         setorigin(self.killindicator, '0 0 52');\r
1180                         self.killindicator.think = KillIndicator_Think;\r
1181                         self.killindicator.nextthink = time + (self.lip) * 0.05;\r
1182                         self.killindicator.cnt = ceil(killtime);\r
1183                         self.killindicator.count = bound(0, ceil(killtime), 10);\r
1184                         sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));\r
1185 \r
1186                         for(e = world; (e = find(e, classname, "body")) != world; )\r
1187                         {\r
1188                                 if(e.enemy != self)\r
1189                                         continue;\r
1190                                 e.killindicator = spawn();\r
1191                                 e.killindicator.owner = e;\r
1192                                 e.killindicator.scale = 0.5;\r
1193                                 setattachment(e.killindicator, e, "");\r
1194                                 setorigin(e.killindicator, '0 0 52');\r
1195                                 e.killindicator.think = KillIndicator_Think;\r
1196                                 e.killindicator.nextthink = time + (e.lip) * 0.05;\r
1197                                 e.killindicator.cnt = ceil(killtime);\r
1198                         }\r
1199                         self.lip = 0;\r
1200                 }\r
1201         }\r
1202         if(self.killindicator)\r
1203         {\r
1204                 if(targetteam)\r
1205                         self.killindicator.colormod = TeamColor(targetteam);\r
1206                 else\r
1207                         self.killindicator.colormod = '0 0 0';\r
1208         }\r
1209 }\r
1210 \r
1211 void ClientKill (void)\r
1212 {\r
1213         ClientKill_TeamChange(0);\r
1214 }\r
1215 \r
1216 void DoTeamChange(float destteam)\r
1217 {\r
1218         float t, c0;\r
1219         if(!teams_matter)\r
1220         {\r
1221                 if(destteam >= 0)\r
1222                         SetPlayerColors(self, destteam);\r
1223                 return;\r
1224         }\r
1225         if(self.classname == "player")\r
1226         if(destteam == -1)\r
1227         {\r
1228                 CheckAllowedTeams(self);\r
1229                 t = FindSmallestTeam(self, TRUE);\r
1230                 switch(self.team)\r
1231                 {\r
1232                         case COLOR_TEAM1: c0 = c1; break;\r
1233                         case COLOR_TEAM2: c0 = c2; break;\r
1234                         case COLOR_TEAM3: c0 = c3; break;\r
1235                         case COLOR_TEAM4: c0 = c4; break;\r
1236                         default:          c0 = 999;\r
1237                 }\r
1238                 switch(t)\r
1239                 {\r
1240                         case 1:\r
1241                                 if(c0 > c1)\r
1242                                         destteam = COLOR_TEAM1;\r
1243                                 break;\r
1244                         case 2:\r
1245                                 if(c0 > c2)\r
1246                                         destteam = COLOR_TEAM2;\r
1247                                 break;\r
1248                         case 3:\r
1249                                 if(c0 > c3)\r
1250                                         destteam = COLOR_TEAM3;\r
1251                                 break;\r
1252                         case 4:\r
1253                                 if(c0 > c4)\r
1254                                         destteam = COLOR_TEAM4;\r
1255                                 break;\r
1256                 }\r
1257                 if(destteam == -1)\r
1258                         return;\r
1259         }\r
1260         if(destteam == self.team && destteam >= 0 && !self.killindicator)\r
1261                 return;\r
1262         ClientKill_TeamChange(destteam);\r
1263 }\r
1264 \r
1265 void FixClientCvars(entity e)\r
1266 {\r
1267         // send prediction settings to the client\r
1268         stuffcmd(e, "\nin_bindmap 0 0\n");\r
1269         if(g_race || g_cts)\r
1270                 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");\r
1271         if(cvar("g_antilag") == 3) // client side hitscan\r
1272                 //stuffcmd(e, "cl_cmd settemp cl_prydoncursor -1\ncl_cmd settemp cl_prydoncursor_notrace 0\n");\r
1273                 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");\r
1274         /*\r
1275          * we no longer need to stuff this. Remove this comment block if you feel\r
1276          * 2.3 and higher (or was it 2.2.3?) don't need these any more\r
1277         stuffcmd(e, strcat("cl_gravity ", ftos(cvar("sv_gravity")), "\n"));\r
1278         stuffcmd(e, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));\r
1279         stuffcmd(e, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));\r
1280         stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));\r
1281         stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(cvar("sv_airaccelerate")), "\n"));\r
1282         stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));\r
1283         stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));\r
1284         stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(cvar("sv_jumpvelocity")), "\n"));\r
1285         stuffcmd(e, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));\r
1286         stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));\r
1287         stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(cvar("sv_airaccel_qw")), "\n"));\r
1288         stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(cvar("sv_airaccel_sideways_friction")), "\n"));\r
1289         stuffcmd(e, "cl_movement_edgefriction 1\n");\r
1290          */\r
1291 }\r
1292 \r
1293 /*\r
1294 =============\r
1295 ClientConnect\r
1296 \r
1297 Called when a client connects to the server\r
1298 =============\r
1299 */\r
1300 //void ctf_clientconnect();\r
1301 string ColoredTeamName(float t);\r
1302 void DecodeLevelParms (void);\r
1303 //void dom_player_join_team(entity pl);\r
1304 #ifdef UID\r
1305 .float uid_kicktime;\r
1306 .string uid;\r
1307 #endif\r
1308 void ClientConnect (void)\r
1309 {\r
1310         float t;\r
1311 \r
1312         if(self.flags & FL_CLIENT)\r
1313         {\r
1314                 print("Warning: ClientConnect, but already connected!\n");\r
1315                 return;\r
1316         }\r
1317 \r
1318         if(Ban_MaybeEnforceBan(self))\r
1319                 return;\r
1320 \r
1321         DecodeLevelParms();\r
1322 \r
1323         self.classname = "player_joining";\r
1324 \r
1325         self.flags = FL_CLIENT;\r
1326         self.version_nagtime = time + 10 + random() * 10;\r
1327 \r
1328         if(player_count<0)\r
1329         {\r
1330                 dprint("BUG player count is lower than zero, this cannot happen!\n");\r
1331                 player_count = 0;\r
1332         }\r
1333 \r
1334         PlayerScore_Attach(self);\r
1335         ClientData_Attach();\r
1336 \r
1337         bot_clientconnect();\r
1338 \r
1339         playerdemo_init();\r
1340 \r
1341         anticheat_init();\r
1342         \r
1343         race_PreSpawnObserver();\r
1344 \r
1345         //if(g_domination)\r
1346         //      dom_player_join_team(self);\r
1347 \r
1348         JoinBestTeam(self, FALSE, FALSE); // if the team number is valid, keep it\r
1349 \r
1350         if((cvar("sv_spectate") == 1 && !g_lms) || cvar("g_campaign")) {\r
1351                 self.classname = "observer";\r
1352         } else {\r
1353                 if(teams_matter)\r
1354                 {\r
1355                         if(cvar("g_balance_teams") || cvar("g_balance_teams_force"))\r
1356                         {\r
1357                                 self.classname = "player";\r
1358                                 campaign_bots_may_start = 1;\r
1359                         }\r
1360                         else\r
1361                         {\r
1362                                 self.classname = "observer"; // do it anyway\r
1363                         }\r
1364                 }\r
1365                 else\r
1366                 {\r
1367                         self.classname = "player";\r
1368                         campaign_bots_may_start = 1;\r
1369                 }\r
1370         }\r
1371 \r
1372         self.playerid = (playerid_last = playerid_last + 1);\r
1373 \r
1374         if(cvar("sv_eventlog"))\r
1375                 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((clienttype(self) == CLIENTTYPE_REAL) ? self.netaddress : "bot"), ":", self.netname));\r
1376 \r
1377         LogTeamchange(self.playerid, self.team, 1);\r
1378 \r
1379         self.just_joined = TRUE;  // stop spamming the eventlog with additional lines when the client connects\r
1380 \r
1381         self.netname_previous = strzone(self.netname);\r
1382 \r
1383         bprint("^4", self.netname, "^4 connected");\r
1384 \r
1385         if(self.classname != "observer" && (g_domination || g_ctf))\r
1386                 bprint(" and joined the ", ColoredTeamName(self.team));\r
1387 \r
1388         bprint("\n");\r
1389 \r
1390         self.welcomemessage_time = 0;\r
1391 \r
1392         stuffcmd(self, strcat(clientstuff, "\n"));\r
1393         stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));\r
1394         stuffcmd(self, "cl_particles_reloadeffects\n");\r
1395 \r
1396         FixClientCvars(self);\r
1397 \r
1398         // spawnfunc_waypoint sprites\r
1399         WaypointSprite_InitClient(self);\r
1400 \r
1401         // Wazat's grabber\r
1402         SetGrabberBindings();\r
1403 \r
1404         // get autoswitch state from player when he toggles it\r
1405         stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1 ; cmd autoswitch $1\"\n"); // default.cfg-ed in 2.4.1\r
1406 \r
1407         // get version info from player\r
1408         stuffcmd(self, "cmd clientversion $gameversion\n");\r
1409 \r
1410         // get other cvars from player\r
1411         GetCvars(0);\r
1412 \r
1413         // set cvar for team scoreboard\r
1414         stuffcmd(self, strcat("set teamplay ", ftos(teamplay), "\n"));\r
1415 \r
1416         // notify about available teams\r
1417         if(teams_matter)\r
1418         {\r
1419                 CheckAllowedTeams(self);\r
1420                 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;\r
1421                 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));\r
1422         }\r
1423         else\r
1424                 stuffcmd(self, "set _teams_available 0\n");\r
1425 \r
1426         stuffcmd(self, strcat("set gametype ", ftos(game), "\n"));\r
1427 \r
1428         if(g_arena || g_ca)\r
1429         {\r
1430                 self.classname = "observer";\r
1431                 if(g_arena)\r
1432                         Spawnqueue_Insert(self);\r
1433         }\r
1434         /*else if(g_ctf)\r
1435         {\r
1436                 ctf_clientconnect();\r
1437         }*/\r
1438 \r
1439         if(teams_matter || radar_showennemies)\r
1440                 attach_entcs();\r
1441 \r
1442         bot_relinkplayerlist();\r
1443 \r
1444         self.spectatortime = time;\r
1445         if(blockSpectators)\r
1446         {\r
1447                 sprint(self, strcat("^7You have to become a player within the next ", ftos(cvar("g_maxplayers_spectator_blocktime")), " seconds, otherwise you will be kicked, because spectators aren't allowed at this time!\n"));\r
1448         }\r
1449 \r
1450         self.jointime = time;\r
1451         self.allowedTimeouts = cvar("sv_timeout_number");\r
1452 \r
1453         if(clienttype(self) == CLIENTTYPE_REAL)\r
1454         {\r
1455                 if(cvar("g_bugrigs"))\r
1456                         stuffcmd(self, "cl_cmd settemp chase_active 1\n");\r
1457         }\r
1458 \r
1459         if(g_lms)\r
1460         {\r
1461                 if(PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0)\r
1462                 {\r
1463                         PlayerScore_Add(self, SP_LMS_RANK, 666);\r
1464                         self.frags = FRAGS_SPECTATOR;\r
1465                 }\r
1466         }\r
1467 \r
1468         if(!sv_foginterval && world.fog != "")\r
1469                 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));\r
1470 \r
1471         SoundEntity_Attach(self);\r
1472 \r
1473         if(cvar("g_hitplots") || strstrofs(strcat(" ", cvar_string("g_hitplots_individuals"), " "), strcat(" ", self.netaddress, " "), 0) >= 0)\r
1474         {\r
1475                 self.hitplotfh = fopen(strcat("hits-", matchid, "-", self.netaddress, "-", ftos(self.playerid), ".plot"), FILE_WRITE);\r
1476                 fputs(self.hitplotfh, strcat("#name ", self.netname, "\n"));\r
1477         }\r
1478         else\r
1479                 self.hitplotfh = -1;\r
1480 \r
1481 #ifdef UID\r
1482         if(clienttype(self) == CLIENTTYPE_REAL)\r
1483         if not(self.uid)\r
1484                 self.uid_kicktime = time + 60;\r
1485 #endif\r
1486 \r
1487         if(g_race || g_cts) {\r
1488                 string rr;\r
1489                 if(g_cts)\r
1490                         rr = CTS_RECORD;\r
1491                 else\r
1492                         rr = RACE_RECORD;\r
1493                 t = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "time")));\r
1494 \r
1495                 race_send_recordtime(MSG_ONE);\r
1496                 race_send_speedaward(MSG_ONE);\r
1497 \r
1498                 speedaward_alltimebest = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed")));\r
1499                 speedaward_alltimebest_holder = db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/netname"));\r
1500                 race_send_speedaward_alltimebest(MSG_ONE);\r
1501 \r
1502                 float i;\r
1503                 for (i = 1; i <= RANKINGS_CNT; ++i) {\r
1504                         race_SendRankings(i, 0, 0, MSG_ONE);\r
1505                 }\r
1506         }\r
1507         else if(cvar("sv_teamnagger") && !g_ca) // teamnagger is currently bad for ca\r
1508                 send_CSQC_teamnagger();\r
1509 \r
1510         CheatInitClient();\r
1511 }\r
1512 \r
1513 /*\r
1514 =============\r
1515 ClientDisconnect\r
1516 \r
1517 Called when a client disconnects from the server\r
1518 =============\r
1519 */\r
1520 .entity chatbubbleentity;\r
1521 .entity teambubbleentity;\r
1522 void ReadyCount();\r
1523 void ClientDisconnect (void)\r
1524 {\r
1525         if not(self.flags & FL_CLIENT)\r
1526         {\r
1527                 print("Warning: ClientDisconnect without ClientConnect\n");\r
1528                 return;\r
1529         }\r
1530 \r
1531         Vore_Disconnect();\r
1532 \r
1533         CheatShutdownClient();\r
1534 \r
1535         if(self.hitplotfh >= 0)\r
1536         {\r
1537                 fclose(self.hitplotfh);\r
1538                 self.hitplotfh = -1;\r
1539         }\r
1540 \r
1541         anticheat_report();\r
1542         anticheat_shutdown();\r
1543 \r
1544         playerdemo_shutdown();\r
1545 \r
1546         bot_clientdisconnect();\r
1547 \r
1548         if(self.entcs)\r
1549                 detach_entcs();\r
1550 \r
1551         if(cvar("sv_eventlog"))\r
1552                 GameLogEcho(strcat(":part:", ftos(self.playerid)));\r
1553         bprint ("^4",self.netname);\r
1554         bprint ("^4 disconnected\n");\r
1555 \r
1556         SoundEntity_Detach(self);\r
1557 \r
1558         kh_Key_DropAll(self, TRUE);\r
1559 \r
1560         if(self.flagcarried)\r
1561                 DropFlag(self.flagcarried, world, world);\r
1562         // Here, everything has been done that requires this player to be a client.\r
1563 \r
1564         self.flags &~= FL_CLIENT;\r
1565 \r
1566         if (self.chatbubbleentity)\r
1567                 remove (self.chatbubbleentity);\r
1568 \r
1569         if (self.teambubbleentity)\r
1570                 remove (self.teambubbleentity);\r
1571 \r
1572         if (self.killindicator)\r
1573                 remove (self.killindicator);\r
1574 \r
1575         WaypointSprite_PlayerGone();\r
1576 \r
1577         bot_relinkplayerlist();\r
1578 \r
1579         if(g_arena)\r
1580         {\r
1581                 Spawnqueue_Unmark(self);\r
1582                 Spawnqueue_Remove(self);\r
1583         }\r
1584 \r
1585         ClientData_Detach();\r
1586         PlayerScore_Detach(self);\r
1587 \r
1588         if(self.netname_previous)\r
1589                 strunzone(self.netname_previous);\r
1590         if(self.clientstatus)\r
1591                 strunzone(self.clientstatus);\r
1592 \r
1593         ClearPlayerSounds();\r
1594 \r
1595         if(self.personal)\r
1596                 remove(self.personal);\r
1597 \r
1598         self.playerid = 0;\r
1599         ReadyCount();\r
1600 \r
1601         // free cvars\r
1602         GetCvars(-1);\r
1603 }\r
1604 \r
1605 .float BUTTON_CHAT;\r
1606 void ChatBubbleThink()\r
1607 {\r
1608         self.nextthink = time;\r
1609         if (!self.owner.modelindex || self.owner.chatbubbleentity != self)\r
1610         {\r
1611                 if(self.owner) // but why can that ever be world?\r
1612                         self.owner.chatbubbleentity = world;\r
1613                 remove(self);\r
1614                 return;\r
1615         }\r
1616         if ((self.owner.BUTTON_CHAT && !self.owner.deadflag && self.owner.predator.classname != "player" && self.owner.fakepredator.classname != "player")\r
1617 #ifdef TETRIS\r
1618                 || self.owner.tetris_on\r
1619 #endif\r
1620         )\r
1621                 self.model = self.mdl;\r
1622         else\r
1623                 self.model = "";\r
1624 };\r
1625 \r
1626 void UpdateChatBubble()\r
1627 {\r
1628         if (!self.modelindex)\r
1629                 return;\r
1630         // spawn a chatbubble entity if needed\r
1631         if (!self.chatbubbleentity)\r
1632         {\r
1633                 self.chatbubbleentity = spawn();\r
1634                 self.chatbubbleentity.owner = self;\r
1635                 self.chatbubbleentity.exteriormodeltoclient = self;\r
1636                 self.chatbubbleentity.think = ChatBubbleThink;\r
1637                 self.chatbubbleentity.nextthink = time;\r
1638                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below\r
1639                 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');\r
1640                 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');\r
1641                 setattachment(self.chatbubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth\r
1642                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;\r
1643                 self.chatbubbleentity.model = "";\r
1644                 self.chatbubbleentity.effects = EF_LOWPRECISION;\r
1645         }\r
1646 }\r
1647 \r
1648 void TeamBubbleThink()\r
1649 {\r
1650         self.nextthink = time;\r
1651         if (!self.owner.modelindex || self.owner.teambubbleentity != self)\r
1652         {\r
1653                 if(self.owner) // but why can that ever be world?\r
1654                         self.owner.teambubbleentity = world;\r
1655                 remove(self);\r
1656                 return;\r
1657         }\r
1658 //      setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');  // bandwidth hog. setattachment does this now\r
1659         if (self.owner.BUTTON_CHAT || self.owner.deadflag || self.owner.killindicator || self.owner.predator.classname == "player" || self.owner.fakepredator.classname == "player")\r
1660                 self.model = "";\r
1661         else\r
1662         {\r
1663                 if(cvar("g_balance_vore_teamheal") && cvar("g_vore_teamvore"))\r
1664                 if(self.owner.health < cvar("g_balance_vore_teamheal_stable"))\r
1665                         setmodel(self, "models/misc/teambubbleheal.spr"); // indicate that this player can be teamhealed\r
1666                 else\r
1667                         setmodel(self, "models/misc/teambubble.spr");\r
1668         }\r
1669 };\r
1670 \r
1671 float TeamBubble_customizeentityforclient()\r
1672 {\r
1673         return (self.owner != other && self.owner.team == other.team && other.killcount > -666);\r
1674 }\r
1675 \r
1676 void UpdateTeamBubble()\r
1677 {\r
1678         if (!self.modelindex || !teams_matter)\r
1679                 return;\r
1680         // spawn a teambubble entity if needed\r
1681         if (!self.teambubbleentity && teams_matter)\r
1682         {\r
1683                 self.teambubbleentity = spawn();\r
1684                 self.teambubbleentity.owner = self;\r
1685                 self.teambubbleentity.exteriormodeltoclient = self;\r
1686                 self.teambubbleentity.think = TeamBubbleThink;\r
1687                 self.teambubbleentity.nextthink = time;\r
1688                 setmodel(self.teambubbleentity, "models/misc/teambubble.spr"); // precision set below\r
1689 //              setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');\r
1690                 setorigin(self.teambubbleentity, '0 0 15' + self.maxs_z * '0 0 1');\r
1691                 setattachment(self.teambubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth\r
1692 //              self.teambubbleentity.mdl = self.teambubbleentity.model;\r
1693 //              self.teambubbleentity.model = self.teambubbleentity.mdl;\r
1694                 self.teambubbleentity.customizeentityforclient = TeamBubble_customizeentityforclient;\r
1695                 self.teambubbleentity.effects = EF_LOWPRECISION;\r
1696         }\r
1697 }\r
1698 \r
1699 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are\r
1700 // added to the model skins\r
1701 /*void UpdateColorModHack()\r
1702 {\r
1703         local float c;\r
1704         c = self.clientcolors & 15;\r
1705         // LordHavoc: only bothering to support white, green, red, yellow, blue\r
1706              if (!teams_matter) self.colormod = '0 0 0';\r
1707         else if (c ==  0) self.colormod = '1.00 1.00 1.00';\r
1708         else if (c ==  3) self.colormod = '0.10 1.73 0.10';\r
1709         else if (c ==  4) self.colormod = '1.73 0.10 0.10';\r
1710         else if (c == 12) self.colormod = '1.22 1.22 0.10';\r
1711         else if (c == 13) self.colormod = '0.10 0.10 1.73';\r
1712         else self.colormod = '1 1 1';\r
1713 };*/\r
1714 \r
1715 void respawn(void)\r
1716 {\r
1717         CopyBody(1);\r
1718         self.effects |= EF_NODRAW; // prevent another CopyBody\r
1719         PutClientInServer();\r
1720 }\r
1721 \r
1722 void play_countdown(float finished, string samp)\r
1723 {\r
1724         if(clienttype(self) == CLIENTTYPE_REAL)\r
1725                 if(floor(finished - time - frametime) != floor(finished - time))\r
1726                         if(finished - time < 6)\r
1727                                 sound (self, CHAN_AUTO, samp, VOL_BASE, ATTN_NORM);\r
1728 }\r
1729 \r
1730 /**\r
1731  * When sv_timeout is used this function returs strings like\r
1732  * "Timeout begins in 2 seconds!\n" or "Timeout ends in 23 seconds!\n".\r
1733  * Called by centerprint functions\r
1734  * @param addOneSecond boolean, set to 1 if the welcome-message centerprint asks for the text\r
1735  */\r
1736 string getTimeoutText(float addOneSecond) {\r
1737         if (!cvar("sv_timeout") || !timeoutStatus)\r
1738                 return "";\r
1739 \r
1740         local string retStr;\r
1741         if (timeoutStatus == 1) {\r
1742                 if (addOneSecond == 1) {\r
1743                         retStr = strcat("Timeout begins in ", ftos(remainingLeadTime + 1), " seconds!\n");\r
1744                 }\r
1745                 else {\r
1746                         retStr = strcat("Timeout begins in ", ftos(remainingLeadTime), " seconds!\n");\r
1747                 }\r
1748                 return retStr;\r
1749         }\r
1750         else if (timeoutStatus == 2) {\r
1751                 if (addOneSecond) {\r
1752                         retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime + 1), " seconds!\n");\r
1753                         //don't show messages like "Timeout ends in 0 seconds"...\r
1754                         if ((remainingTimeoutTime + 1) > 0)\r
1755                                 return retStr;\r
1756                         else\r
1757                                 return "";\r
1758                 }\r
1759                 else {\r
1760                         retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime), " seconds!\n");\r
1761                         //don't show messages like "Timeout ends in 0 seconds"...\r
1762                         if (remainingTimeoutTime > 0)\r
1763                                 return retStr;\r
1764                         else\r
1765                                 return "";\r
1766                 }\r
1767         }\r
1768         else return "";\r
1769 }\r
1770 \r
1771 void player_powerups (void)\r
1772 {\r
1773         if((self.items & IT_USING_JETPACK) && !self.deadflag)\r
1774         {\r
1775                 SoundEntity_StartSound(self, CHAN_PLAYER, "misc/jetpack_fly.wav", VOL_BASE, cvar("g_jetpack_attenuation"));\r
1776                 self.modelflags |= MF_ROCKET;\r
1777         }\r
1778         else\r
1779         {\r
1780                 SoundEntity_StopSound(self, CHAN_PLAYER);\r
1781                 self.modelflags &~= MF_ROCKET;\r
1782         }\r
1783 \r
1784         self.effects &~= (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);\r
1785 \r
1786         if(!self.modelindex || self.deadflag) // don't apply the flags if the player is gibbed\r
1787                 return;\r
1788         \r
1789         Fire_ApplyDamage(self);\r
1790         Fire_ApplyEffect(self);\r
1791 \r
1792         if (self.items & IT_STRENGTH)\r
1793         {\r
1794                 play_countdown(self.strength_finished, "misc/poweroff.wav");\r
1795                 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);\r
1796                 if (time > self.strength_finished && cvar("g_balance_powerup_timer"))\r
1797                 {\r
1798                         self.items = self.items - (self.items & IT_STRENGTH);\r
1799                         sprint(self, "^3Strength has worn off\n");\r
1800                 }\r
1801         }\r
1802         else\r
1803         {\r
1804                 if (time < self.strength_finished)\r
1805                 {\r
1806                         self.items = self.items | IT_STRENGTH;\r
1807                         sprint(self, "^3Strength infuses your weapons with devastating power\n");\r
1808                 }\r
1809         }\r
1810         if (self.items & IT_INVINCIBLE)\r
1811         {\r
1812                 play_countdown(self.invincible_finished, "misc/poweroff.wav");\r
1813                 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);\r
1814                 if (time > self.invincible_finished && cvar("g_balance_powerup_timer"))\r
1815                 {\r
1816                         self.items = self.items - (self.items & IT_INVINCIBLE);\r
1817                         sprint(self, "^3Shield has worn off\n");\r
1818                 }\r
1819         }\r
1820         else\r
1821         {\r
1822                 if (time < self.invincible_finished)\r
1823                 {\r
1824                         self.items = self.items | IT_INVINCIBLE;\r
1825                         sprint(self, "^3Shield surrounds you\n");\r
1826                 }\r
1827         }\r
1828 \r
1829         if(cvar("g_nodepthtestplayers"))\r
1830                 self.effects = self.effects | EF_NODEPTHTEST;\r
1831 \r
1832         if(cvar("g_fullbrightplayers"))\r
1833                 self.effects = self.effects | EF_FULLBRIGHT;\r
1834 \r
1835         // midair gamemode: damage only while in the air\r
1836         // if in midair mode, being on ground grants temporary invulnerability\r
1837         // (this is so that multishot weapon don't clear the ground flag on the\r
1838         // first damage in the frame, leaving the player vulnerable to the\r
1839         // remaining hits in the same frame)\r
1840         if (self.flags & FL_ONGROUND)\r
1841         if (g_midair)\r
1842                 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));\r
1843 \r
1844         if (time >= game_starttime)\r
1845         if (time < self.spawnshieldtime)\r
1846                 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);\r
1847 }\r
1848 \r
1849 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)\r
1850 {\r
1851         if(current > stable)\r
1852                 return current;\r
1853         else if(current > stable - 0.25) // when close enough, "snap"\r
1854                 return stable;\r
1855         else\r
1856                 return min(stable, current + (stable - current) * regenfactor * regenframetime);\r
1857 }\r
1858 \r
1859 float CalcRot(float current, float stable, float rotfactor, float rotframetime)\r
1860 {\r
1861         if(current < stable)\r
1862                 return current;\r
1863         else if(current < stable + 0.25) // when close enough, "snap"\r
1864                 return stable;\r
1865         else\r
1866                 return max(stable, current + (stable - current) * rotfactor * rotframetime);\r
1867 }\r
1868 \r
1869 .float regen_soundtime;\r
1870 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit, string regensound)\r
1871 {\r
1872         if(current > rotstable)\r
1873         {\r
1874                 if(rotframetime > 0)\r
1875                 {\r
1876                         current = CalcRot(current, rotstable, rotfactor, rotframetime);\r
1877                         current = max(rotstable, current - rotlinear * rotframetime);\r
1878                 }\r
1879         }\r
1880         else if(current < regenstable)\r
1881         {\r
1882                 if(regenframetime > 0)\r
1883                 {\r
1884                         current = CalcRegen(current, regenstable, regenfactor, regenframetime);\r
1885                         current = min(regenstable, current + regenlinear * regenframetime);\r
1886 \r
1887                         if(regensound != "")\r
1888                         if(regenfactor || regenlinear)\r
1889                         {\r
1890                                 if(self.regen_soundtime < time)\r
1891                                 {\r
1892                                         msg_entity = self;\r
1893                                         if(clienttype(msg_entity) == CLIENTTYPE_REAL)\r
1894                                                 soundto(MSG_ONE, self, CHAN_AUTO, regensound, VOL_BASE, ATTN_NONE);\r
1895                                 }\r
1896                                 self.regen_soundtime = time + 1; // only replay the sound if regen was paused for one second\r
1897                         }\r
1898                 }\r
1899         }\r
1900 \r
1901         if(current > limit)\r
1902                 current = limit;\r
1903 \r
1904         return current;\r
1905 }\r
1906 \r
1907 void player_regen (void)\r
1908 {\r
1909         float minh, mina, minf, maxh, maxa, maxf, limith, limita, limitf, max_mod, regen_mod, rot_mod, limit_mod;\r
1910         maxh = cvar("g_balance_health_rotstable");\r
1911         maxa = cvar("g_balance_armor_rotstable");\r
1912         maxf = cvar("g_balance_fuel_rotstable");\r
1913         minh = cvar("g_balance_health_regenstable");\r
1914         mina = cvar("g_balance_armor_regenstable");\r
1915         minf = cvar("g_balance_fuel_regenstable");\r
1916         limith = cvar("g_balance_health_limit");\r
1917         limita = cvar("g_balance_armor_limit");\r
1918         limitf = cvar("g_balance_fuel_limit");\r
1919 \r
1920         max_mod = regen_mod = rot_mod = limit_mod = 1;\r
1921 \r
1922         maxh = maxh * max_mod;\r
1923         //maxa = maxa * max_mod;\r
1924         //maxf = maxf * max_mod;\r
1925         minh = minh * max_mod;\r
1926         //mina = mina * max_mod;\r
1927         //minf = minf * max_mod;\r
1928         limith = limith * limit_mod;\r
1929         limita = limita * limit_mod;\r
1930         //limitf = limitf * limit_mod;\r
1931 \r
1932         if(g_lms && g_ca)\r
1933                 rot_mod = 0;\r
1934 \r
1935         if (!g_ca && (!g_lms || cvar("g_lms_regenerate")))\r
1936         {\r
1937                 self.armorvalue = CalcRotRegen(self.armorvalue, mina, cvar("g_balance_armor_regen"), cvar("g_balance_armor_regenlinear"), regen_mod * frametime * (time > self.pauseregenarmor_finished), maxa, cvar("g_balance_armor_rot"), cvar("g_balance_armor_rotlinear"), rot_mod * frametime * (time > self.pauserotarmor_finished), limita, "misc/armor_regen.wav");\r
1938                 self.health = CalcRotRegen(self.health, minh, cvar("g_balance_health_regen"), cvar("g_balance_health_regenlinear"), regen_mod * frametime * (time > self.pauseregenhealth_finished), maxh, cvar("g_balance_health_rot"), cvar("g_balance_health_rotlinear"), rot_mod * frametime * (time > self.pauserothealth_finished), limith, "misc/health_regen.wav");\r
1939 \r
1940                 // if player rotted to death...  die!\r
1941                 if(self.health < 1)\r
1942                         self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');\r
1943         }\r
1944 \r
1945         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)\r
1946                 self.ammo_fuel = CalcRotRegen(self.ammo_fuel, minf, cvar("g_balance_fuel_regen"), cvar("g_balance_fuel_regenlinear"), regen_mod * frametime * (time > self.pauseregenhealth_finished) * (self.items & IT_FUEL_REGEN != 0), maxf, cvar("g_balance_fuel_rot"), cvar("g_balance_fuel_rotlinear"), rot_mod * frametime * (time > self.pauserotfuel_finished), limitf, "");\r
1947 }\r
1948 \r
1949 float zoomstate_set;\r
1950 void SetZoomState(float z)\r
1951 {\r
1952         if(z != self.zoomstate)\r
1953         {\r
1954                 self.zoomstate = z;\r
1955                 ClientData_Touch(self);\r
1956         }\r
1957         zoomstate_set = 1;\r
1958 }\r
1959 \r
1960 void GetPressedKeys(void) {\r
1961         if (self.movement_x > 0) // get if movement keys are pressed\r
1962         {       // forward key pressed\r
1963                 self.pressedkeys |= KEY_FORWARD;\r
1964                 self.pressedkeys &~= KEY_BACKWARD;\r
1965         }\r
1966         else if (self.movement_x < 0)\r
1967         {       // backward key pressed\r
1968                 self.pressedkeys |= KEY_BACKWARD;\r
1969                 self.pressedkeys &~= KEY_FORWARD;\r
1970         }\r
1971         else\r
1972         {       // no x input\r
1973                 self.pressedkeys &~= KEY_FORWARD;\r
1974                 self.pressedkeys &~= KEY_BACKWARD;\r
1975         }\r
1976 \r
1977         if (self.movement_y > 0)\r
1978         {       // right key pressed\r
1979                 self.pressedkeys |= KEY_RIGHT;\r
1980                 self.pressedkeys &~= KEY_LEFT;\r
1981         }\r
1982         else if (self.movement_y < 0)\r
1983         {       // left key pressed\r
1984                 self.pressedkeys |= KEY_LEFT;\r
1985                 self.pressedkeys &~= KEY_RIGHT;\r
1986         }\r
1987         else\r
1988         {       // no y input\r
1989                 self.pressedkeys &~= KEY_RIGHT;\r
1990                 self.pressedkeys &~= KEY_LEFT;\r
1991         }\r
1992 \r
1993         if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed\r
1994                 self.pressedkeys |= KEY_JUMP;\r
1995         else\r
1996                 self.pressedkeys &~= KEY_JUMP;\r
1997         if (self.BUTTON_CROUCH)\r
1998                 self.pressedkeys |= KEY_CROUCH;\r
1999         else\r
2000                 self.pressedkeys &~= KEY_CROUCH;\r
2001 }\r
2002 \r
2003 void update_stats (float number, float hit, float fired) {\r
2004 // self.stat_hit   = number + ((number==0) ? 1 : 64) * hit   * sv_accuracy_data_share;\r
2005 // self.stat_fired = number + ((number==0) ? 1 : 64) * fired * sv_accuracy_data_share;\r
2006 \r
2007         if(number) {\r
2008                 self.stat_hit = number + 64 * hit * sv_accuracy_data_share;\r
2009                 self.stat_fired = number + 64 * fired * sv_accuracy_data_share;\r
2010         } else {\r
2011                 self.stat_hit = hit * sv_accuracy_data_share;\r
2012                 self.stat_fired = fired * sv_accuracy_data_share;\r
2013         }\r
2014 }\r
2015 \r
2016 /*\r
2017 ======================\r
2018 spectate mode routines\r
2019 ======================\r
2020 */\r
2021 \r
2022 .float weapon_count;\r
2023 void SpectateCopy(entity spectatee) {\r
2024         if(spectatee.weapon_count < WEP_LAST) {\r
2025                 update_stats (spectatee.weapon_count, spectatee.cvar_cl_accuracy_data_share * floor(spectatee.stats_hit[spectatee.weapon_count - 1]), spectatee.cvar_cl_accuracy_data_share * floor(spectatee.stats_fired[spectatee.weapon_count - 1]));\r
2026                 spectatee.weapon_count ++;\r
2027         } else\r
2028                 update_stats (0, spectatee.cvar_cl_accuracy_data_share * spectatee.stat_hit, spectatee.cvar_cl_accuracy_data_share * spectatee.stat_fired);\r
2029 \r
2030         self.kh_state = spectatee.kh_state;\r
2031         self.armortype = spectatee.armortype;\r
2032         self.armorvalue = spectatee.armorvalue;\r
2033         self.ammo_fuel = spectatee.ammo_fuel;\r
2034         self.clip_load = spectatee.clip_load;\r
2035         self.clip_size = spectatee.clip_size;\r
2036         self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance\r
2037         self.health = spectatee.health;\r
2038         self.impulse = 0;\r
2039         self.items = spectatee.items;\r
2040         self.last_pickup = spectatee.last_pickup;\r
2041         self.strength_finished = spectatee.strength_finished;\r
2042         self.invincible_finished = spectatee.invincible_finished;\r
2043         self.pressedkeys = spectatee.pressedkeys;\r
2044         self.weapons = spectatee.weapons;\r
2045         self.switchweapon = spectatee.switchweapon;\r
2046         self.weapon = spectatee.weapon;\r
2047         self.punchangle = spectatee.punchangle;\r
2048         self.view_ofs = spectatee.view_ofs;\r
2049         self.v_angle = spectatee.v_angle;\r
2050         self.velocity = spectatee.velocity;\r
2051         self.dmg_take = spectatee.dmg_take;\r
2052         self.dmg_save = spectatee.dmg_save;\r
2053         self.dmg_inflictor = spectatee.dmg_inflictor;\r
2054         self.angles = spectatee.v_angle;\r
2055         self.fixangle = TRUE;\r
2056         self.stomach_load = spectatee.stomach_load;\r
2057         self.stat_eaten = spectatee.stat_eaten;\r
2058         self.stat_stomachload = spectatee.stat_stomachload;\r
2059         self.stat_digesting = spectatee.stat_digesting;\r
2060         self.stat_canleave = spectatee.stat_canleave;\r
2061         self.stat_canswallow = spectatee.stat_canswallow;\r
2062         setorigin(self, spectatee.origin);\r
2063         setsize(self, spectatee.mins, spectatee.maxs);\r
2064         SetZoomState(spectatee.zoomstate);\r
2065 \r
2066         anticheat_spectatecopy(spectatee);\r
2067 }\r
2068 \r
2069 float SpectateUpdate() {\r
2070         if(!self.enemy)\r
2071                 return 0;\r
2072 \r
2073         if (self == self.enemy)\r
2074                 return 0;\r
2075 \r
2076         if(self.enemy.classname != "player")\r
2077                 return 0;\r
2078 \r
2079         SpectateCopy(self.enemy);\r
2080 \r
2081         return 1;\r
2082 }\r
2083 \r
2084 float SpectateNext() {\r
2085         other = find(self.enemy, classname, "player");\r
2086 \r
2087         if (!other)\r
2088                 other = find(other, classname, "player");\r
2089 \r
2090         if (other)\r
2091                 self.enemy = other;\r
2092 \r
2093         if(self.enemy.classname == "player") {\r
2094                 msg_entity = self;\r
2095                 WriteByte(MSG_ONE, SVC_SETVIEW);\r
2096                 WriteEntity(MSG_ONE, self.enemy);\r
2097                 //stuffcmd(self, "set viewsize $tmpviewsize \n");\r
2098                 self.movetype = MOVETYPE_NONE;\r
2099 \r
2100                 self.enemy.weapon_count = 0;\r
2101 \r
2102                 if(!SpectateUpdate())\r
2103                         PutObserverInServer();\r
2104 \r
2105                 return 1;\r
2106         } else {\r
2107                 return 0;\r
2108         }\r
2109 }\r
2110 \r
2111 /*\r
2112 =============\r
2113 ShowRespawnCountdown()\r
2114 \r
2115 Update a respawn countdown display.\r
2116 =============\r
2117 */\r
2118 void ShowRespawnCountdown()\r
2119 {\r
2120         float number;\r
2121         if(self.deadflag == DEAD_NO) // just respawned?\r
2122                 return;\r
2123         else\r
2124         {\r
2125                 number = ceil(self.death_time - time);\r
2126                 if(number <= 0)\r
2127                         return;\r
2128                 if(number <= self.respawn_countdown)\r
2129                 {\r
2130                         self.respawn_countdown = number - 1;\r
2131                         if(ceil(self.death_time - (time + 0.5)) == number) // only say it if it is the same number even in 0.5s; to prevent overlapping sounds\r
2132                                 AnnounceTo(self, strcat(ftos(number), ""));\r
2133                 }\r
2134         }\r
2135 }\r
2136 \r
2137 void LeaveSpectatorMode()\r
2138 {\r
2139         if(isJoinAllowed()) {\r
2140                 if(!teams_matter || cvar("g_campaign") || cvar("g_balance_teams") || (self.wasplayer && cvar("g_changeteam_banned"))) {\r
2141                         self.classname = "player";\r
2142 \r
2143                         if(cvar("g_campaign") || cvar("g_balance_teams") || cvar("g_balance_teams_force"))\r
2144                                 JoinBestTeam(self, FALSE, TRUE);\r
2145 \r
2146                         if(cvar("g_campaign"))\r
2147                                 campaign_bots_may_start = 1;\r
2148 \r
2149                         self.stat_count = WEP_LAST;\r
2150 \r
2151                         PutClientInServer();\r
2152 \r
2153                         if(self.classname == "player")\r
2154                                 bprint ("^4", self.netname, "^4 is playing now\n");\r
2155 \r
2156                         if(!cvar("g_campaign"))\r
2157                                 centerprint(self,""); // clear MOTD\r
2158 \r
2159                         return;\r
2160                 } else {\r
2161                         if (g_ca && self.caplayer) {\r
2162                         }       // do nothing\r
2163                         else\r
2164                                 stuffcmd(self,"menu_showteamselect\n");\r
2165                         return;\r
2166                 }\r
2167         }\r
2168         else {\r
2169                 //player may not join because of g_maxplayers is set\r
2170                 centerprint_atprio(self, CENTERPRIO_MAPVOTE, PREVENT_JOIN_TEXT);\r
2171         }\r
2172 }\r
2173 \r
2174 /**\r
2175  * Determines whether the player is allowed to join. This depends on cvar\r
2176  * g_maxplayers, if it isn't used this function always return TRUE, otherwise\r
2177  * it checks whether the number of currently playing players exceeds g_maxplayers.\r
2178  * @return bool TRUE if the player is allowed to join, false otherwise\r
2179  */\r
2180 float isJoinAllowed() {\r
2181         if (!cvar("g_maxplayers"))\r
2182                 return TRUE;\r
2183 \r
2184         local entity e;\r
2185         local float currentlyPlaying;\r
2186         FOR_EACH_REALPLAYER(e) {\r
2187                 if(e.classname == "player")\r
2188                         currentlyPlaying += 1;\r
2189         }\r
2190         if(currentlyPlaying < cvar("g_maxplayers"))\r
2191                 return TRUE;\r
2192 \r
2193         return FALSE;\r
2194 }\r
2195 \r
2196 /**\r
2197  * Checks whether the client is an observer or spectator, if so, he will get kicked after\r
2198  * g_maxplayers_spectator_blocktime seconds\r
2199  */\r
2200 void checkSpectatorBlock() {\r
2201         if(self.classname == "spectator" || self.classname == "observer") {\r
2202                 if( time > (self.spectatortime + cvar("g_maxplayers_spectator_blocktime")) ) {\r
2203                         sprint(self, "^7You were kicked from the server because you are spectator and spectators aren't allowed at the moment.\n");\r
2204                         dropclient(self);\r
2205                 }\r
2206         }\r
2207 }\r
2208 \r
2209 float vercmp_recursive(string v1, string v2)\r
2210 {\r
2211         float dot1, dot2;\r
2212         string s1, s2;\r
2213         float r;\r
2214 \r
2215         dot1 = strstrofs(v1, ".", 0);\r
2216         dot2 = strstrofs(v2, ".", 0);\r
2217         if(dot1 == -1)\r
2218                 s1 = v1;\r
2219         else\r
2220                 s1 = substring(v1, 0, dot1);\r
2221         if(dot2 == -1)\r
2222                 s2 = v2;\r
2223         else\r
2224                 s2 = substring(v2, 0, dot2);\r
2225 \r
2226         r = stof(s1) - stof(s2);\r
2227         if(r != 0)\r
2228                 return r;\r
2229 \r
2230         r = strcasecmp(s1, s2);\r
2231         if(r != 0)\r
2232                 return r;\r
2233 \r
2234         if(dot1 == -1)\r
2235                 if(dot2 == -1)\r
2236                         return 0;\r
2237                 else\r
2238                         return -1;\r
2239         else\r
2240                 if(dot2 == -1)\r
2241                         return 1;\r
2242                 else\r
2243                         return vercmp_recursive(substring(v1, dot1 + 1, 999), substring(v2, dot2 + 1, 999));\r
2244 }\r
2245 \r
2246 float vercmp(string v1, string v2)\r
2247 {\r
2248         if(strcasecmp(v1, v2) == 0) // early out check\r
2249                 return 0;\r
2250         return vercmp_recursive(v1, v2);\r
2251 }\r
2252 \r
2253 void ObserverThink()\r
2254 {\r
2255         if (self.flags & FL_JUMPRELEASED) {\r
2256                 if (self.BUTTON_JUMP && !self.version_mismatch) {\r
2257                         self.welcomemessage_time = 0;\r
2258                         self.flags &~= FL_JUMPRELEASED;\r
2259                         self.flags |= FL_SPAWNING;\r
2260                 } else if(self.BUTTON_ATCK && !self.version_mismatch) {\r
2261                         self.welcomemessage_time = 0;\r
2262                         self.flags &~= FL_JUMPRELEASED;\r
2263                         if(SpectateNext() == 1) {\r
2264                                 self.classname = "spectator";\r
2265                         }\r
2266                 }\r
2267         } else {\r
2268                 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {\r
2269                         self.flags |= FL_JUMPRELEASED;\r
2270                         if(self.flags & FL_SPAWNING)\r
2271                         {\r
2272                                 self.flags &~= FL_SPAWNING;\r
2273                                 LeaveSpectatorMode();\r
2274                                 return;\r
2275                         }\r
2276                 }\r
2277         }\r
2278         PrintWelcomeMessage(self);\r
2279 }\r
2280 \r
2281 void SpectatorThink()\r
2282 {\r
2283         if (self.flags & FL_JUMPRELEASED) {\r
2284                 if (self.BUTTON_JUMP && !self.version_mismatch) {\r
2285                         self.welcomemessage_time = 0;\r
2286                         self.flags &~= FL_JUMPRELEASED;\r
2287                         self.flags |= FL_SPAWNING;\r
2288                 } else if(self.BUTTON_ATCK) {\r
2289                         self.welcomemessage_time = 0;\r
2290                         self.flags &~= FL_JUMPRELEASED;\r
2291                         if(SpectateNext() == 1) {\r
2292                                 self.classname = "spectator";\r
2293                         } else {\r
2294                                 self.classname = "observer";\r
2295                                 self.stat_count = WEP_LAST;\r
2296                                 PutClientInServer();\r
2297                         }\r
2298                 } else if (self.BUTTON_ATCK2) {\r
2299                         self.welcomemessage_time = 0;\r
2300                         self.flags &~= FL_JUMPRELEASED;\r
2301                         self.classname = "observer";\r
2302                         self.stat_count = WEP_LAST;\r
2303                         PutClientInServer();\r
2304                 } else {\r
2305                         if(!SpectateUpdate())\r
2306                                 PutObserverInServer();\r
2307                 }\r
2308         } else {\r
2309                 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {\r
2310                         self.flags |= FL_JUMPRELEASED;\r
2311                         if(self.flags & FL_SPAWNING)\r
2312                         {\r
2313                                 self.flags &~= FL_SPAWNING;\r
2314                                 LeaveSpectatorMode();\r
2315                                 return;\r
2316                         }\r
2317                 }\r
2318         }\r
2319 \r
2320         PrintWelcomeMessage(self);\r
2321         self.flags |= FL_CLIENT | FL_NOTARGET;\r
2322 }\r
2323 \r
2324 .float touchexplode_time;\r
2325 \r
2326 /*\r
2327 =============\r
2328 PlayerPreThink\r
2329 \r
2330 Called every frame for each client before the physics are run\r
2331 =============\r
2332 */\r
2333 void() ctf_setstatus;\r
2334 .float items_added;\r
2335 void PlayerPreThink (void)\r
2336 {\r
2337         self.stat_game_starttime = game_starttime;\r
2338         self.stat_allow_oldnexbeam = cvar("g_allow_oldnexbeam");\r
2339         self.stat_leadlimit = cvar("leadlimit");\r
2340 \r
2341         if(frametime)\r
2342         {\r
2343                 // physics frames: update anticheat stuff\r
2344                 anticheat_prethink();\r
2345         }\r
2346 \r
2347         if(blockSpectators && frametime)\r
2348                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).\r
2349                 checkSpectatorBlock();\r
2350 \r
2351         zoomstate_set = 0;\r
2352 \r
2353         if(self.netname_previous != self.netname)\r
2354         {\r
2355                 if(cvar("sv_eventlog"))\r
2356                         GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));\r
2357                 if(self.netname_previous)\r
2358                         strunzone(self.netname_previous);\r
2359                 self.netname_previous = strzone(self.netname);\r
2360         }\r
2361 \r
2362         // core code for the vore system\r
2363         Vore();\r
2364 \r
2365         // version nagging\r
2366         if(self.version_nagtime)\r
2367                 if(self.cvar_g_voretournamentversion)\r
2368                         if(time > self.version_nagtime)\r
2369                         {\r
2370                                 if(strstr(self.cvar_g_voretournamentversion, "svn", 0) < 0)\r
2371                                 {\r
2372                                         if(strstr(cvar_string("g_voretournamentversion"), "svn", 0) >= 0)\r
2373                                         {\r
2374                                                 dprint("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Voretournament ", cvar_string("g_voretournamentversion"), " (beta)^7, you have ^3Voretournament ", self.cvar_g_voretournamentversion, "^1\n");\r
2375                                                 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Voretournament ", cvar_string("g_voretournamentversion"), " (beta)^7, you have ^3Voretournament ", self.cvar_g_voretournamentversion, "^1\n"));\r
2376                                         }\r
2377                                         else\r
2378                                         {\r
2379                                                 float r;\r
2380                                                 r = vercmp(self.cvar_g_voretournamentversion, cvar_string("g_voretournamentversion"));\r
2381                                                 if(r < 0)\r
2382                                                 {\r
2383                                                         dprint("^1NOTE^7 to ", self.netname, "^7 - ^3Voretournament ", cvar_string("g_voretournamentversion"), "^7 is out, and you still have ^3Voretournament ", self.cvar_g_voretournamentversion, "^1 - get the update from ^4http://www.alientrap.org/voretournament/^1!\n");\r
2384                                                         sprint(self, strcat("\{1}^1NOTE: ^3Voretournament ", cvar_string("g_voretournamentversion"), "^7 is out, and you still have ^3Voretournament ", self.cvar_g_voretournamentversion, "^1 - get the update from ^4http://www.alientrap.org/voretournament/^1!\n"));\r
2385                                                 }\r
2386                                                 else if(r > 0)\r
2387                                                 {\r
2388                                                         dprint("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Voretournament ", cvar_string("g_voretournamentversion"), "^7, you have ^3Voretournament ", self.cvar_g_voretournamentversion, "^1\n");\r
2389                                                         sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Voretournament ", cvar_string("g_voretournamentversion"), "^7, you have ^3Voretournament ", self.cvar_g_voretournamentversion, "^1\n"));\r
2390                                                 }\r
2391                                         }\r
2392                                 }\r
2393                                 self.version_nagtime = 0;\r
2394                         }\r
2395 \r
2396         // GOD MODE info\r
2397         if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)\r
2398         {\r
2399                 sprint(self, strcat("godmode saved you ", ftos(self.max_armorvalue), " units of damage, cheater!\n"));\r
2400                 self.max_armorvalue = 0;\r
2401         }\r
2402 \r
2403 #ifdef TETRIS\r
2404         if (TetrisPreFrame())\r
2405                 return;\r
2406 #endif\r
2407 \r
2408         if(self.classname == "player") {\r
2409 //              if(self.netname == "Wazat")\r
2410 //                      bprint(self.classname, "\n");\r
2411 \r
2412                 CheckRules_Player();\r
2413 \r
2414                 PrintWelcomeMessage(self);\r
2415 \r
2416                 if (intermission_running)\r
2417                 {\r
2418                         IntermissionThink ();   // otherwise a button could be missed between\r
2419                         return;                                 // the think tics\r
2420                 }\r
2421 \r
2422                 if(self.teleport_time)\r
2423                 if(time > self.teleport_time)\r
2424                 {\r
2425                         self.teleport_time = 0;\r
2426                         self.effects = self.effects - (self.effects & EF_NODRAW);\r
2427                 }\r
2428 \r
2429                 if(frametime > 0) // don't do this in cl_movement frames, just in server ticks\r
2430                         UpdateSelectedPlayer();\r
2431 \r
2432                 //don't allow the player to turn around while game is paused!\r
2433                 if(timeoutStatus == 2) {\r
2434                         self.v_angle = self.lastV_angle;\r
2435                         self.angles = self.lastV_angle;\r
2436                         self.fixangle = TRUE;\r
2437                 }\r
2438 \r
2439                 if(frametime)\r
2440                 {\r
2441                         player_powerups();\r
2442                 }\r
2443 \r
2444                 if (self.deadflag != DEAD_NO)\r
2445                 {\r
2446                         float button_pressed, force_respawn;\r
2447                         if(self.personal && g_race_qualifying)\r
2448                         {\r
2449                                 if(time > self.death_time)\r
2450                                 {\r
2451                                         self.death_time = time + 1; // only retry once a second\r
2452                                         respawn();\r
2453                                         self.impulse = 141;\r
2454                                 }\r
2455                         }\r
2456                         else\r
2457                         {\r
2458                                 if(frametime)\r
2459                                         player_anim();\r
2460                                 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_JETPACK || self.BUTTON_USE);\r
2461                                 force_respawn = (g_lms || (g_ca) || cvar("g_forced_respawn"));\r
2462                                 if (self.deadflag == DEAD_DYING)\r
2463                                 {\r
2464                                         if(force_respawn)\r
2465                                                 self.deadflag = DEAD_RESPAWNING;\r
2466                                         else if(!button_pressed)\r
2467                                                 self.deadflag = DEAD_DEAD;\r
2468                                 }\r
2469                                 else if (self.deadflag == DEAD_DEAD)\r
2470                                 {\r
2471                                         if(button_pressed)\r
2472                                                 self.deadflag = DEAD_RESPAWNABLE;\r
2473                                 }\r
2474                                 else if (self.deadflag == DEAD_RESPAWNABLE)\r
2475                                 {\r
2476                                         if(!button_pressed)\r
2477                                                 self.deadflag = DEAD_RESPAWNING;\r
2478                                 }\r
2479                                 else if (self.deadflag == DEAD_RESPAWNING)\r
2480                                 {\r
2481                                         if(time > self.death_time)\r
2482                                         {\r
2483                                                 self.death_time = time + 1; // only retry once a second\r
2484                                                 respawn();\r
2485                                         }\r
2486                                 }\r
2487                                 ShowRespawnCountdown();\r
2488                         }\r
2489                         return;\r
2490                 }\r
2491 \r
2492                 if(g_touchexplode)\r
2493                 if(time > self.touchexplode_time)\r
2494                 if(self.classname == "player")\r
2495                 if(self.deadflag == DEAD_NO)\r
2496                 if not(IS_INDEPENDENT_PLAYER(self))\r
2497                 FOR_EACH_PLAYER(other) if(self != other)\r
2498                 {\r
2499                         if(time > other.touchexplode_time)\r
2500                         if(other.classname == "player")\r
2501                         if(other.deadflag == DEAD_NO)\r
2502                         if not(IS_INDEPENDENT_PLAYER(other))\r
2503                         if(boxesoverlap(self.absmin, self.absmax, other.absmin, other.absmax))\r
2504                         {\r
2505                                 PlayerTouchExplode(self, other);\r
2506                                 self.touchexplode_time = other.touchexplode_time = time + 0.2;\r
2507                         }\r
2508                 }\r
2509 \r
2510                 if(g_lms && !self.deadflag && cvar("g_lms_campcheck_interval"))\r
2511                 {\r
2512                         vector dist;\r
2513 \r
2514                         // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)\r
2515                         dist = self.prevorigin - self.origin;\r
2516                         dist_z = 0;\r
2517                         self.lms_traveled_distance += fabs(vlen(dist));\r
2518 \r
2519                         if((cvar("g_campaign") && !campaign_bots_may_start) || (time < game_starttime))\r
2520                         {\r
2521                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;\r
2522                                 self.lms_traveled_distance = 0;\r
2523                         }\r
2524 \r
2525                         if(time > self.lms_nextcheck)\r
2526                         {\r
2527                                 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");\r
2528                                 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))\r
2529                                 {\r
2530                                         centerprint(self, cvar_string("g_lms_campcheck_message"));\r
2531                                         // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3\r
2532                                         // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(\r
2533                                         Damage(self, self, self, bound(0, cvar("g_lms_campcheck_damage"), self.health + self.armorvalue * cvar("g_balance_armor_blockpercent") + 5), DEATH_CAMP, self.origin, '0 0 0');\r
2534                                 }\r
2535                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");\r
2536                                 self.lms_traveled_distance = 0;\r
2537                         }\r
2538                 }\r
2539 \r
2540                 self.prevorigin = self.origin;\r
2541 \r
2542                 if ((self.BUTTON_CROUCH && !self.grabber.state) || self.health <= g_bloodloss)\r
2543                 {\r
2544                         if (!self.crouch)\r
2545                         {\r
2546                                 self.crouch = TRUE;\r
2547                                 self.view_ofs = PL_CROUCH_VIEW_OFS;\r
2548                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);\r
2549                                 setanim(self, self.anim_duck, FALSE, TRUE, TRUE);\r
2550                         }\r
2551                 }\r
2552                 else\r
2553                 {\r
2554                         if (self.crouch)\r
2555                         {\r
2556                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);\r
2557                                 if (!trace_startsolid)\r
2558                                 {\r
2559                                         self.crouch = FALSE;\r
2560                                         self.view_ofs = PL_VIEW_OFS;\r
2561                                         setsize (self, PL_MIN, PL_MAX);\r
2562                                 }\r
2563                         }\r
2564                 }\r
2565 \r
2566                 if(self.health <= g_bloodloss && self.deadflag == DEAD_NO)\r
2567                 {\r
2568                         if(self.bloodloss_timer < time)\r
2569                         {\r
2570                                 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');\r
2571                                 self.bloodloss_timer = time + 0.5 + random() * 0.5;\r
2572                         }\r
2573                 }\r
2574 \r
2575                 FixPlayermodel();\r
2576 \r
2577                 GrabberFrame();\r
2578 \r
2579                 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers\r
2580                 //if(frametime)\r
2581                 {\r
2582                         self.items &~= self.items_added;\r
2583 \r
2584                         W_WeaponFrame();\r
2585 \r
2586                         self.items_added = 0;\r
2587                         if(self.items & IT_JETPACK)\r
2588                                 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)\r
2589                                         self.items_added |= IT_FUEL;\r
2590 \r
2591                         self.items |= self.items_added;\r
2592                 }\r
2593 \r
2594                 player_regen();\r
2595                 if(frametime)\r
2596                         player_anim();\r
2597 \r
2598                 ctf_setstatus();\r
2599 \r
2600                 self.dmg_team = max(0, self.dmg_team - cvar("g_teamdamage_resetspeed") * frametime);\r
2601 \r
2602                 //self.angles_y=self.v_angle_y + 90;   // temp\r
2603         } else if(gameover) {\r
2604                 if (intermission_running)\r
2605                         IntermissionThink ();   // otherwise a button could be missed between\r
2606                 return;\r
2607         } else if(self.classname == "observer") {\r
2608                 ObserverThink();\r
2609         } else if(self.classname == "spectator") {\r
2610                 SpectatorThink();\r
2611         }\r
2612 \r
2613         if(!zoomstate_set)\r
2614                 SetZoomState(self.BUTTON_ZOOM);\r
2615 \r
2616         float oldspectatee_status;\r
2617         oldspectatee_status = self.spectatee_status;\r
2618         if(self.classname == "spectator")\r
2619                 self.spectatee_status = num_for_edict(self.enemy);\r
2620         else if(self.classname == "observer")\r
2621                 self.spectatee_status = num_for_edict(self);\r
2622         else\r
2623                 self.spectatee_status = 0;\r
2624         if(self.spectatee_status != oldspectatee_status)\r
2625         {\r
2626                 ClientData_Touch(self);\r
2627                 if(g_race || g_cts)\r
2628                         race_InitSpectator();\r
2629         }\r
2630 \r
2631         if(self.teamkill_soundtime)\r
2632         if(time > self.teamkill_soundtime)\r
2633         {\r
2634                 self.teamkill_soundtime = 0;\r
2635 \r
2636                 entity oldpusher, oldself;\r
2637 \r
2638                 oldself = self; self = self.teamkill_soundsource;\r
2639                 oldpusher = self.pusher; self.pusher = oldself;\r
2640 \r
2641                 PlayerSound(self, playersound_teamshoot, CHAN_VOICE, VOICETYPE_LASTATTACKER_ONLY);\r
2642 \r
2643                 self.pusher = oldpusher;\r
2644                 self = oldself;\r
2645         }\r
2646 \r
2647         if(self.taunt_soundtime)\r
2648         if(time > self.taunt_soundtime)\r
2649         {\r
2650                 switch(self.taunt_soundtype)\r
2651                 {\r
2652                         case TAUNTTYPE_DEATH:\r
2653                                 PlayerSound(self, playersound_taunt, CHAN_VOICE, VOICETYPE_AUTOTAUNT);\r
2654                                 break;\r
2655                         case TAUNTTYPE_VOREPRED:\r
2656                                 PlayerSound(self, playersound_pred, CHAN_VOICE, VOICETYPE_AUTOTAUNT);\r
2657                                 break;\r
2658                         case TAUNTTYPE_VOREPREY:\r
2659                                 PlayerSound(self, playersound_prey, CHAN_VOICE, VOICETYPE_AUTOTAUNT);\r
2660                                 break;\r
2661                         default:\r
2662                                 dprint("Incorrect autotaunt type\n");\r
2663                                 break;\r
2664                 }\r
2665 \r
2666                 self.taunt_soundtime = 0;\r
2667                 self.taunt_soundtype = 0;\r
2668         }\r
2669 \r
2670         target_voicescript_next(self);\r
2671 \r
2672         // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring\r
2673         if(!self.weapon)\r
2674                 self.clip_load = self.clip_size = 0;\r
2675 }\r
2676 \r
2677 float isInvisibleString(string s)\r
2678 {\r
2679         float i, n, c;\r
2680         s = strdecolorize(s);\r
2681         for((i = 0), (n = strlen(s)); i < n; ++i)\r
2682         {\r
2683                 c = str2chr(s, i);\r
2684                 switch(c)\r
2685                 {\r
2686                         case 0:\r
2687                         case 32: // space\r
2688                                 break;\r
2689                         case 192: // charmap space\r
2690                                 if (!cvar("utf8_enable"))\r
2691                                         break;\r
2692                                 return FALSE;\r
2693                         case 160: // space in unicode fonts\r
2694                         case 0xE000 + 192: // utf8 charmap space\r
2695                                 if (cvar("utf8_enable"))\r
2696                                         break;\r
2697                         default:\r
2698                                 return FALSE;\r
2699                 }\r
2700         }\r
2701         return TRUE;\r
2702 }\r
2703 \r
2704 /*\r
2705 =============\r
2706 PlayerPostThink\r
2707 \r
2708 Called every frame for each client after the physics are run\r
2709 =============\r
2710 */\r
2711 .float idlekick_lasttimeleft;\r
2712 void PlayerPostThink (void)\r
2713 {\r
2714         // Savage: Check for nameless players\r
2715         if (isInvisibleString(self.netname)) {\r
2716                 self.netname = "Player";\r
2717                 stuffcmd(self, strcat("name ", self.netname, substring(ftos(random()), 2, -1), "\n"));\r
2718         }\r
2719 \r
2720         // send the clients accuracy stats to the client\r
2721         if(self.stat_count > 0)\r
2722         if(frametime)\r
2723         {\r
2724                 self.stat_hit = self.stat_count + 64 * floor(self.(stats_hit[self.stat_count - 1]));\r
2725                 self.stat_fired = self.stat_count + 64 * floor(self.(stats_fired[self.stat_count - 1]));\r
2726                 self.stat_count -= 1;\r
2727         }\r
2728 \r
2729 #ifdef UID\r
2730         if(self.uid_kicktime)\r
2731         if(time > self.uid_kicktime)\r
2732         {\r
2733                 bprint("^3", self.netname, "^3 was kicked for missing UID.\n");\r
2734                 dropclient(self);\r
2735                 return;\r
2736         }\r
2737 #endif\r
2738 \r
2739         if(sv_maxidle && frametime)\r
2740         {\r
2741                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).\r
2742                 float timeleft;\r
2743                 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));\r
2744                 if(timeleft <= 0)\r
2745                 {\r
2746                         bprint("^3", self.netname, "^3 was kicked for idling.\n");\r
2747                         AnnounceTo(self, "terminated");\r
2748                         dropclient(self);\r
2749                         return;\r
2750                 }\r
2751                 else if(timeleft <= 10)\r
2752                 {\r
2753                         if(timeleft != self.idlekick_lasttimeleft)\r
2754                         {\r
2755                                 centerprint_atprio(self, CENTERPRIO_IDLEKICK, strcat("^3Stop idling!\n^3Disconnecting in ", ftos(timeleft), "..."));\r
2756                                 AnnounceTo(self, strcat(ftos(timeleft), ""));\r
2757                         }\r
2758                 }\r
2759                 else\r
2760                 {\r
2761                         centerprint_expire(self, CENTERPRIO_IDLEKICK);\r
2762                 }\r
2763                 self.idlekick_lasttimeleft = timeleft;\r
2764         }\r
2765 \r
2766 #ifdef TETRIS\r
2767         if(self.impulse == 100)\r
2768                 ImpulseCommands();\r
2769         if (TetrisPostFrame())\r
2770                 return;\r
2771 #endif\r
2772 \r
2773         CheatFrame();\r
2774 \r
2775         if(self.classname == "player") {\r
2776                 CheckRules_Player();\r
2777                 UpdateChatBubble();\r
2778                 UpdateTeamBubble();\r
2779                 if (self.impulse)\r
2780                         ImpulseCommands();\r
2781                 if (intermission_running)\r
2782                         return;         // intermission or finale\r
2783 \r
2784                 GetPressedKeys();\r
2785         } else if (self.classname == "observer") {\r
2786                 //do nothing\r
2787         } else if (self.classname == "spectator") {\r
2788                 //do nothing\r
2789         }\r
2790 \r
2791         /*\r
2792         float i;\r
2793         for(i = 0; i < 1000; ++i)\r
2794         {\r
2795                 vector end;\r
2796                 end = self.origin + '0 0 1024' + 512 * randomvec();\r
2797                 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);\r
2798                 if(trace_fraction < 1)\r
2799                 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))\r
2800                 {\r
2801                         print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");\r
2802                         break;\r
2803                 }\r
2804         }\r
2805         */\r
2806 \r
2807         Arena_Warmup();\r
2808 \r
2809         //pointparticles(particleeffectnum("machinegun_impact"), self.origin + self.view_ofs + '0 0 7', '0 0 0', 1);\r
2810 \r
2811         if(self.waypointsprite_attachedforcarrier)\r
2812                 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, cvar("g_balance_armor_blockpercent")));\r
2813         \r
2814         playerdemo_write();\r
2815 \r
2816         /*\r
2817         if(g_race)\r
2818                 dprint(sprintf("%f %.6f\n", time, race_GetFractionalLapCount(self)));\r
2819         */\r
2820 }\r